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/*
Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
An extrusion of the lit faces, beginning at the original geometry and ending
further from the light source than the original geometry (presumably at least
as far as the light's radius, if the light has a radius at all), capped at
both front and back to avoid any problems (extrusion from dark faces also
works but has a different set of problems)
This is normally rendered using Carmack's Reverse technique, in which
backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
where shadows did not intersect the visible geometry, suitable as a stencil
mask for rendering lighting everywhere but shadow.
In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
as decrement and the frontfaces as increment, and we redefine the DepthFunc to
GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
additionally we clear stencil to 128 to avoid the need for the unclamped
incr/decr extension (not related to patent).
Patent warning:
This algorithm may be covered by Creative's patent (US Patent #6384822),
however that patent is quite specific about increment on backfaces and
decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
opposite this implementation and partially opposite Carmack's Reverse paper
(which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
Terminology: Stencil Light Volume (sometimes called Light Volumes)
Similar to a Stencil Shadow Volume, but inverted; rather than containing the
areas in shadow it contains the areas in light, this can only be built
quickly for certain limited cases (such as portal visibility from a point),
but is quite useful for some effects (sunlight coming from sky polygons is
one possible example, translucent occluders is another example).
Terminology: Optimized Stencil Shadow Volume
A Stencil Shadow Volume that has been processed sufficiently to ensure it has
no duplicate coverage of areas (no need to shadow an area twice), often this
greatly improves performance but is an operation too costly to use on moving
lights (however completely optimal Stencil Light Volumes can be constructed
in some ideal cases).
Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
Per pixel evaluation of lighting equations, at a bare minimum this involves
DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
vector and surface normal, using a texture of the surface bumps, called a
NormalMap) if supported by hardware; in our case there is support for cards
which are incapable of DOT3, the quality is quite poor however. Additionally
it is desirable to have specular evaluation per pixel, per vertex
normalization of specular halfangle vectors causes noticable distortion but
is unavoidable on hardware without GL_ARB_fragment_program or
GL_ARB_fragment_shader.
Terminology: Normalization CubeMap
A cubemap containing normalized dot3-encoded (vectors of length 1 or less
encoded as RGB colors) for any possible direction, this technique allows per
pixel calculation of incidence vector for per pixel lighting purposes, which
would not otherwise be possible per pixel without GL_ARB_fragment_program or
GL_ARB_fragment_shader.
Terminology: 2D+1D Attenuation Texturing
A very crude approximation of light attenuation with distance which results
in cylindrical light shapes which fade vertically as a streak (some games
such as Doom3 allow this to be rotated to be less noticable in specific
cases), the technique is simply modulating lighting by two 2D textures (which
can be the same) on different axes of projection (XY and Z, typically), this
is the second best technique available without 3D Attenuation Texturing,
GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
Terminology: 2D+1D Inverse Attenuation Texturing
A clever method described in papers on the Abducted engine, this has a squared
distance texture (bright on the outside, black in the middle), which is used
twice using GL_ADD blending, the result of this is used in an inverse modulate
(GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
texturing).
Terminology: 3D Attenuation Texturing
A slightly crude approximation of light attenuation with distance, its flaws
are limited radius and resolution (performance tradeoffs).
Terminology: 3D Attenuation-Normalization Texturing
A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
vectors shorter the lighting becomes darker, a very effective optimization of
diffuse lighting if 3D Attenuation Textures are already used.
Terminology: Light Cubemap Filtering
A technique for modeling non-uniform light distribution according to
direction, for example a lantern may use a cubemap to describe the light
emission pattern of the cage around the lantern (as well as soot buildup
discoloring the light in certain areas), often also used for softened grate
shadows and light shining through a stained glass window (done crudely by
texturing the lighting with a cubemap), another good example would be a disco
light. This technique is used heavily in many games (Doom3 does not support
this however).
Terminology: Light Projection Filtering
A technique for modeling shadowing of light passing through translucent
surfaces, allowing stained glass windows and other effects to be done more
elegantly than possible with Light Cubemap Filtering by applying an occluder
texture to the lighting combined with a stencil light volume to limit the lit
area, this technique is used by Doom3 for spotlights and flashlights, among
other things, this can also be used more generally to render light passing
through multiple translucent occluders in a scene (using a light volume to
describe the area beyond the occluder, and thus mask off rendering of all
other areas).
Terminology: Doom3 Lighting
A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
demonstrated by the game Doom3.
*/
#include "quakedef.h"
#include "r_shadow.h"
#include "cl_collision.h"
#include "portals.h"
#include "image.h"
#define R_SHADOW_SHADOWMAP_NUMCUBEMAPS 8
extern void R_Shadow_EditLights_Init(void);
typedef enum r_shadow_rendermode_e
{
R_SHADOW_RENDERMODE_NONE,
R_SHADOW_RENDERMODE_ZPASS_STENCIL,
R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL,
R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE,
R_SHADOW_RENDERMODE_ZFAIL_STENCIL,
R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL,
R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE,
R_SHADOW_RENDERMODE_LIGHT_VERTEX,
R_SHADOW_RENDERMODE_LIGHT_DOT3,
R_SHADOW_RENDERMODE_LIGHT_GLSL,
R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
R_SHADOW_RENDERMODE_VISIBLELIGHTING,
R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE,
R_SHADOW_RENDERMODE_SHADOWMAP2D,
R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE,
}
r_shadow_rendermode_t;
r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
qboolean r_shadow_usingshadowmaprect;
qboolean r_shadow_usingshadowmap2d;
qboolean r_shadow_usingshadowmapcube;
float r_shadow_shadowmap_texturescale[2];
float r_shadow_shadowmap_parameters[4];
int r_shadow_drawbuffer;
int r_shadow_readbuffer;
GLuint r_shadow_fborectangle;
GLuint r_shadow_fbocubeside[R_SHADOW_SHADOWMAP_NUMCUBEMAPS][6];
GLuint r_shadow_fbo2d;
int r_shadow_shadowmode;
int r_shadow_shadowmapfilterquality;
int r_shadow_shadowmaptexturetype;
int r_shadow_shadowmapmaxsize;
qboolean r_shadow_shadowmapvsdct;
qboolean r_shadow_shadowmapsampler;
int r_shadow_shadowmappcf;
int r_shadow_shadowmapborder;
int r_shadow_lightscissor[4];
int maxshadowtriangles;
int *shadowelements;
int maxshadowvertices;
float *shadowvertex3f;
int maxshadowmark;
int numshadowmark;
int *shadowmark;
int *shadowmarklist;
int shadowmarkcount;
int maxvertexupdate;
int *vertexupdate;
int *vertexremap;
int vertexupdatenum;
int r_shadow_buffer_numleafpvsbytes;
unsigned char *r_shadow_buffer_visitingleafpvs;
unsigned char *r_shadow_buffer_leafpvs;
int *r_shadow_buffer_leaflist;
int r_shadow_buffer_numsurfacepvsbytes;
unsigned char *r_shadow_buffer_surfacepvs;
int *r_shadow_buffer_surfacelist;
int r_shadow_buffer_numshadowtrispvsbytes;
unsigned char *r_shadow_buffer_shadowtrispvs;
int r_shadow_buffer_numlighttrispvsbytes;
unsigned char *r_shadow_buffer_lighttrispvs;
rtexturepool_t *r_shadow_texturepool;
rtexture_t *r_shadow_attenuationgradienttexture;
rtexture_t *r_shadow_attenuation2dtexture;
rtexture_t *r_shadow_attenuation3dtexture;
rtexture_t *r_shadow_lightcorona;
rtexture_t *r_shadow_shadowmaprectangletexture;
rtexture_t *r_shadow_shadowmap2dtexture;
rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
rtexture_t *r_shadow_shadowmapvsdcttexture;
int r_shadow_shadowmapsize; // changes for each light based on distance
int r_shadow_shadowmaplod; // changes for each light based on distance
// lights are reloaded when this changes
char r_shadow_mapname[MAX_QPATH];
// used only for light filters (cubemaps)
rtexturepool_t *r_shadow_filters_texturepool;
cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"};
cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"};
cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"};
cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1", "use portal culling to exactly determine lit triangles when compiling world lights"};
cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000", "how far to cast shadows"};
cvar_t r_shadow_frontsidecasting = {0, "r_shadow_frontsidecasting", "1", "whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)"};
cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"};
cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"};
cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"};
cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation"};
cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation"};
cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "0", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
cvar_t r_shadow_shadowmapping_texturetype = {CVAR_SAVE, "r_shadow_shadowmapping_texturetype", "0", "shadowmap texture types: 0 = auto-select, 1 = 2D, 2 = rectangle, 3 = cubemap"};
cvar_t r_shadow_shadowmapping_filterquality = {CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"};
cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"};
cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "shadowmap size limit"};
cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"};
cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
cvar_t r_shadow_culltriangles = {0, "r_shadow_culltriangles", "1", "performs more expensive tests to remove unnecessary triangles of lit surfaces"};
cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect r_glsl lighting)"};
cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksm the proportion of hidden pixels controls corona intensity"};
cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"};
cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
// note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
#define ATTENTABLESIZE 256
// 1D gradient, 2D circle and 3D sphere attenuation textures
#define ATTEN1DSIZE 32
#define ATTEN2DSIZE 64
#define ATTEN3DSIZE 32
static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
static float r_shadow_attentable[ATTENTABLESIZE+1];
rtlight_t *r_shadow_compilingrtlight;
static memexpandablearray_t r_shadow_worldlightsarray;
dlight_t *r_shadow_selectedlight;
dlight_t r_shadow_bufferlight;
vec3_t r_editlights_cursorlocation;
extern int con_vislines;
typedef struct cubemapinfo_s
{
char basename[64];
rtexture_t *texture;
}
cubemapinfo_t;
#define MAX_CUBEMAPS 256
static int numcubemaps;
static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
void R_Shadow_UncompileWorldLights(void);
void R_Shadow_ClearWorldLights(void);
void R_Shadow_SaveWorldLights(void);
void R_Shadow_LoadWorldLights(void);
void R_Shadow_LoadLightsFile(void);
void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
void R_Shadow_EditLights_Reload_f(void);
void R_Shadow_ValidateCvars(void);
static void R_Shadow_MakeTextures(void);
// VorteX: custom editor light sprites
#define EDLIGHTSPRSIZE 8
cachepic_t *r_editlights_sprcursor;
cachepic_t *r_editlights_sprlight;
cachepic_t *r_editlights_sprnoshadowlight;
cachepic_t *r_editlights_sprcubemaplight;
cachepic_t *r_editlights_sprcubemapnoshadowlight;
cachepic_t *r_editlights_sprselection;
void R_Shadow_SetShadowMode(void)
{
r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, 2048);
r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0;
r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
r_shadow_shadowmaptexturetype = r_shadow_shadowmapping_texturetype.integer;
r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
r_shadow_shadowmaplod = -1;
r_shadow_shadowmapsampler = false;
r_shadow_shadowmappcf = 0;
r_shadow_shadowmode = 0;
if(r_shadow_shadowmapping.integer)
{
if(r_shadow_shadowmapfilterquality < 0)
{
if(strstr(gl_vendor, "NVIDIA"))
{
r_shadow_shadowmapsampler = gl_support_arb_shadow;
r_shadow_shadowmappcf = 1;
}
else if(gl_support_amd_texture_texture4 || gl_support_arb_texture_gather)
r_shadow_shadowmappcf = 1;
else if(strstr(gl_vendor, "ATI"))
r_shadow_shadowmappcf = 1;
else
r_shadow_shadowmapsampler = gl_support_arb_shadow;
}
else
{
switch (r_shadow_shadowmapfilterquality)
{
case 1:
r_shadow_shadowmapsampler = gl_support_arb_shadow;
break;
case 2:
r_shadow_shadowmapsampler = gl_support_arb_shadow;
r_shadow_shadowmappcf = 1;
break;
case 3:
r_shadow_shadowmappcf = 1;
break;
case 4:
r_shadow_shadowmappcf = 2;
break;
}
}
r_shadow_shadowmode = r_shadow_shadowmaptexturetype;
if(r_shadow_shadowmode <= 0)
{
if((gl_support_amd_texture_texture4 || gl_support_arb_texture_gather) && r_shadow_shadowmappcf && !r_shadow_shadowmapsampler)
r_shadow_shadowmode = 1;
else if(gl_texturerectangle)
r_shadow_shadowmode = 2;
else
r_shadow_shadowmode = 1;
}
}
}
void R_Shadow_FreeShadowMaps(void)
{
int i;
R_Shadow_SetShadowMode();
if (r_shadow_fborectangle)
qglDeleteFramebuffersEXT(1, &r_shadow_fborectangle);
r_shadow_fborectangle = 0;
CHECKGLERROR
if (r_shadow_fbo2d)
qglDeleteFramebuffersEXT(1, &r_shadow_fbo2d);
r_shadow_fbo2d = 0;
CHECKGLERROR
for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
if (r_shadow_fbocubeside[i][0])
qglDeleteFramebuffersEXT(6, r_shadow_fbocubeside[i]);
memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
CHECKGLERROR
if (r_shadow_shadowmaprectangletexture)
R_FreeTexture(r_shadow_shadowmaprectangletexture);
r_shadow_shadowmaprectangletexture = NULL;
if (r_shadow_shadowmap2dtexture)
R_FreeTexture(r_shadow_shadowmap2dtexture);
r_shadow_shadowmap2dtexture = NULL;
for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
if (r_shadow_shadowmapcubetexture[i])
R_FreeTexture(r_shadow_shadowmapcubetexture[i]);
memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
if (r_shadow_shadowmapvsdcttexture)
R_FreeTexture(r_shadow_shadowmapvsdcttexture);
r_shadow_shadowmapvsdcttexture = NULL;
CHECKGLERROR
}
void r_shadow_start(void)
{
// allocate vertex processing arrays
numcubemaps = 0;
r_shadow_attenuationgradienttexture = NULL;
r_shadow_attenuation2dtexture = NULL;
r_shadow_attenuation3dtexture = NULL;
r_shadow_shadowmode = 0;
r_shadow_shadowmaprectangletexture = NULL;
r_shadow_shadowmap2dtexture = NULL;
memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
r_shadow_shadowmapvsdcttexture = NULL;
r_shadow_shadowmapmaxsize = 0;
r_shadow_shadowmapsize = 0;
r_shadow_shadowmaplod = 0;
r_shadow_shadowmapfilterquality = 0;
r_shadow_shadowmaptexturetype = 0;
r_shadow_shadowmapvsdct = false;
r_shadow_shadowmapsampler = false;
r_shadow_shadowmappcf = 0;
r_shadow_fborectangle = 0;
r_shadow_fbo2d = 0;
memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
R_Shadow_FreeShadowMaps();
r_shadow_texturepool = NULL;
r_shadow_filters_texturepool = NULL;
R_Shadow_ValidateCvars();
R_Shadow_MakeTextures();
maxshadowtriangles = 0;
shadowelements = NULL;
maxshadowvertices = 0;
shadowvertex3f = NULL;
maxvertexupdate = 0;
vertexupdate = NULL;
vertexremap = NULL;
vertexupdatenum = 0;
maxshadowmark = 0;
numshadowmark = 0;
shadowmark = NULL;
shadowmarklist = NULL;
shadowmarkcount = 0;
r_shadow_buffer_numleafpvsbytes = 0;
r_shadow_buffer_visitingleafpvs = NULL;
r_shadow_buffer_leafpvs = NULL;
r_shadow_buffer_leaflist = NULL;
r_shadow_buffer_numsurfacepvsbytes = 0;
r_shadow_buffer_surfacepvs = NULL;
r_shadow_buffer_surfacelist = NULL;
r_shadow_buffer_numshadowtrispvsbytes = 0;
r_shadow_buffer_shadowtrispvs = NULL;
r_shadow_buffer_numlighttrispvsbytes = 0;
r_shadow_buffer_lighttrispvs = NULL;
}
void r_shadow_shutdown(void)
{
CHECKGLERROR
R_Shadow_UncompileWorldLights();
R_Shadow_FreeShadowMaps();
CHECKGLERROR
numcubemaps = 0;
r_shadow_attenuationgradienttexture = NULL;
r_shadow_attenuation2dtexture = NULL;
r_shadow_attenuation3dtexture = NULL;
R_FreeTexturePool(&r_shadow_texturepool);
R_FreeTexturePool(&r_shadow_filters_texturepool);
maxshadowtriangles = 0;
if (shadowelements)
Mem_Free(shadowelements);
shadowelements = NULL;
if (shadowvertex3f)
Mem_Free(shadowvertex3f);
shadowvertex3f = NULL;
maxvertexupdate = 0;
if (vertexupdate)
Mem_Free(vertexupdate);
vertexupdate = NULL;
if (vertexremap)
Mem_Free(vertexremap);
vertexremap = NULL;
vertexupdatenum = 0;
maxshadowmark = 0;
numshadowmark = 0;
if (shadowmark)
Mem_Free(shadowmark);
shadowmark = NULL;
if (shadowmarklist)
Mem_Free(shadowmarklist);
shadowmarklist = NULL;
shadowmarkcount = 0;
r_shadow_buffer_numleafpvsbytes = 0;
if (r_shadow_buffer_visitingleafpvs)
Mem_Free(r_shadow_buffer_visitingleafpvs);
r_shadow_buffer_visitingleafpvs = NULL;
if (r_shadow_buffer_leafpvs)
Mem_Free(r_shadow_buffer_leafpvs);
r_shadow_buffer_leafpvs = NULL;
if (r_shadow_buffer_leaflist)
Mem_Free(r_shadow_buffer_leaflist);
r_shadow_buffer_leaflist = NULL;
r_shadow_buffer_numsurfacepvsbytes = 0;
if (r_shadow_buffer_surfacepvs)
Mem_Free(r_shadow_buffer_surfacepvs);
r_shadow_buffer_surfacepvs = NULL;
if (r_shadow_buffer_surfacelist)
Mem_Free(r_shadow_buffer_surfacelist);
r_shadow_buffer_surfacelist = NULL;
r_shadow_buffer_numshadowtrispvsbytes = 0;
if (r_shadow_buffer_shadowtrispvs)
Mem_Free(r_shadow_buffer_shadowtrispvs);
r_shadow_buffer_numlighttrispvsbytes = 0;
if (r_shadow_buffer_lighttrispvs)
Mem_Free(r_shadow_buffer_lighttrispvs);
}
void r_shadow_newmap(void)
{
if (cl.worldmodel && strncmp(cl.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
R_Shadow_EditLights_Reload_f();
}
void R_Shadow_Help_f(void)
{
Con_Printf(
"Documentation on r_shadow system:\n"
"Settings:\n"
"r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
"r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
"r_shadow_debuglight : render only this light number (-1 = all)\n"
"r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
"r_shadow_gloss2intensity : brightness of forced gloss\n"
"r_shadow_glossintensity : brightness of textured gloss\n"
"r_shadow_lightattenuationlinearscale : used to generate attenuation texture\n"
"r_shadow_lightattenuationdividebias : used to generate attenuation texture\n"
"r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
"r_shadow_lightradiusscale : scale rendering radius of all lights\n"
"r_shadow_portallight : use portal visibility for static light precomputation\n"
"r_shadow_projectdistance : shadow volume projection distance\n"
"r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
"r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
"r_shadow_realtime_world : use high quality world lighting mode\n"
"r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
"r_shadow_realtime_world_shadows : cast shadows from world lights\n"
"r_shadow_realtime_world_compile : compile surface/visibility information\n"
"r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
"r_shadow_scissor : use scissor optimization\n"
"r_shadow_polygonfactor : nudge shadow volumes closer/further\n"
"r_shadow_polygonoffset : nudge shadow volumes closer/further\n"
"r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
"r_showlighting : useful for performance testing; bright = slow!\n"
"r_showshadowvolumes : useful for performance testing; bright = slow!\n"
"Commands:\n"
"r_shadow_help : this help\n"
);
}
void R_Shadow_Init(void)
{
Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
Cvar_RegisterVariable(&r_shadow_usenormalmap);
Cvar_RegisterVariable(&r_shadow_debuglight);
Cvar_RegisterVariable(&r_shadow_gloss);
Cvar_RegisterVariable(&r_shadow_gloss2intensity);
Cvar_RegisterVariable(&r_shadow_glossintensity);
Cvar_RegisterVariable(&r_shadow_glossexponent);
Cvar_RegisterVariable(&r_shadow_glossexact);
Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
Cvar_RegisterVariable(&r_shadow_lightintensityscale);
Cvar_RegisterVariable(&r_shadow_lightradiusscale);
Cvar_RegisterVariable(&r_shadow_portallight);
Cvar_RegisterVariable(&r_shadow_projectdistance);
Cvar_RegisterVariable(&r_shadow_frontsidecasting);
Cvar_RegisterVariable(&r_shadow_realtime_dlight);
Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
Cvar_RegisterVariable(&r_shadow_realtime_world);
Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
Cvar_RegisterVariable(&r_shadow_scissor);
Cvar_RegisterVariable(&r_shadow_shadowmapping);
Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
Cvar_RegisterVariable(&r_shadow_shadowmapping_texturetype);
Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize);
Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
Cvar_RegisterVariable(&r_shadow_shadowmapping_bordersize);
Cvar_RegisterVariable(&r_shadow_shadowmapping_nearclip);
Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
Cvar_RegisterVariable(&r_shadow_culltriangles);
Cvar_RegisterVariable(&r_shadow_polygonfactor);
Cvar_RegisterVariable(&r_shadow_polygonoffset);
Cvar_RegisterVariable(&r_shadow_texture3d);
Cvar_RegisterVariable(&r_coronas);
Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
Cvar_RegisterVariable(&r_coronas_occlusionquery);
Cvar_RegisterVariable(&gl_flashblend);
Cvar_RegisterVariable(&gl_ext_separatestencil);
Cvar_RegisterVariable(&gl_ext_stenciltwoside);
if (gamemode == GAME_TENEBRAE)
{
Cvar_SetValue("r_shadow_gloss", 2);
Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
}
Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f, "prints documentation on console commands and variables used by realtime lighting and shadowing system");
R_Shadow_EditLights_Init();
Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
maxshadowtriangles = 0;
shadowelements = NULL;
maxshadowvertices = 0;
shadowvertex3f = NULL;
maxvertexupdate = 0;
vertexupdate = NULL;
vertexremap = NULL;
vertexupdatenum = 0;
maxshadowmark = 0;
numshadowmark = 0;
shadowmark = NULL;
shadowmarklist = NULL;
shadowmarkcount = 0;
r_shadow_buffer_numleafpvsbytes = 0;
r_shadow_buffer_visitingleafpvs = NULL;
r_shadow_buffer_leafpvs = NULL;
r_shadow_buffer_leaflist = NULL;
r_shadow_buffer_numsurfacepvsbytes = 0;
r_shadow_buffer_surfacepvs = NULL;
r_shadow_buffer_surfacelist = NULL;
r_shadow_buffer_shadowtrispvs = NULL;
r_shadow_buffer_lighttrispvs = NULL;
R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
}
matrix4x4_t matrix_attenuationxyz =
{
{
{0.5, 0.0, 0.0, 0.5},
{0.0, 0.5, 0.0, 0.5},
{0.0, 0.0, 0.5, 0.5},
{0.0, 0.0, 0.0, 1.0}
}
};
matrix4x4_t matrix_attenuationz =
{
{
{0.0, 0.0, 0.5, 0.5},
{0.0, 0.0, 0.0, 0.5},
{0.0, 0.0, 0.0, 0.5},
{0.0, 0.0, 0.0, 1.0}
}
};
void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles)
{
// make sure shadowelements is big enough for this volume
if (maxshadowtriangles < numtriangles)
{
maxshadowtriangles = numtriangles;
if (shadowelements)
Mem_Free(shadowelements);
shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[24]));
}
// make sure shadowvertex3f is big enough for this volume
if (maxshadowvertices < numvertices)
{
maxshadowvertices = numvertices;
if (shadowvertex3f)
Mem_Free(shadowvertex3f);
shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[6]));
}
}
static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
{
int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
{
if (r_shadow_buffer_visitingleafpvs)
Mem_Free(r_shadow_buffer_visitingleafpvs);
if (r_shadow_buffer_leafpvs)
Mem_Free(r_shadow_buffer_leafpvs);
if (r_shadow_buffer_leaflist)
Mem_Free(r_shadow_buffer_leaflist);
r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
r_shadow_buffer_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
}
if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
{
if (r_shadow_buffer_surfacepvs)
Mem_Free(r_shadow_buffer_surfacepvs);
if (r_shadow_buffer_surfacelist)
Mem_Free(r_shadow_buffer_surfacelist);
r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
}
if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
{
if (r_shadow_buffer_shadowtrispvs)
Mem_Free(r_shadow_buffer_shadowtrispvs);
r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
}
if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
{
if (r_shadow_buffer_lighttrispvs)
Mem_Free(r_shadow_buffer_lighttrispvs);
r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
}
}
void R_Shadow_PrepareShadowMark(int numtris)
{
// make sure shadowmark is big enough for this volume
if (maxshadowmark < numtris)
{
maxshadowmark = numtris;
if (shadowmark)
Mem_Free(shadowmark);
if (shadowmarklist)
Mem_Free(shadowmarklist);
shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
shadowmarkcount = 0;
}
shadowmarkcount++;
// if shadowmarkcount wrapped we clear the array and adjust accordingly
if (shadowmarkcount == 0)
{
shadowmarkcount = 1;
memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
}
numshadowmark = 0;
}
static int R_Shadow_ConstructShadowVolume_ZFail(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
{
int i, j;
int outtriangles = 0, outvertices = 0;
const int *element;
const float *vertex;
float ratio, direction[3], projectvector[3];
if (projectdirection)
VectorScale(projectdirection, projectdistance, projectvector);
else
VectorClear(projectvector);
// create the vertices
if (projectdirection)
{
for (i = 0;i < numshadowmarktris;i++)
{
element = inelement3i + shadowmarktris[i] * 3;
for (j = 0;j < 3;j++)
{
if (vertexupdate[element[j]] != vertexupdatenum)
{
vertexupdate[element[j]] = vertexupdatenum;
vertexremap[element[j]] = outvertices;
vertex = invertex3f + element[j] * 3;
// project one copy of the vertex according to projectvector
VectorCopy(vertex, outvertex3f);
VectorAdd(vertex, projectvector, (outvertex3f + 3));
outvertex3f += 6;
outvertices += 2;
}
}
}
}
else
{
for (i = 0;i < numshadowmarktris;i++)
{
element = inelement3i + shadowmarktris[i] * 3;
for (j = 0;j < 3;j++)
{
if (vertexupdate[element[j]] != vertexupdatenum)
{
vertexupdate[element[j]] = vertexupdatenum;
vertexremap[element[j]] = outvertices;
vertex = invertex3f + element[j] * 3;
// project one copy of the vertex to the sphere radius of the light
// (FIXME: would projecting it to the light box be better?)
VectorSubtract(vertex, projectorigin, direction);
ratio = projectdistance / VectorLength(direction);
VectorCopy(vertex, outvertex3f);
VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
outvertex3f += 6;
outvertices += 2;
}
}
}
}
if (r_shadow_frontsidecasting.integer)
{
for (i = 0;i < numshadowmarktris;i++)
{
int remappedelement[3];
int markindex;
const int *neighbortriangle;
markindex = shadowmarktris[i] * 3;
element = inelement3i + markindex;
neighbortriangle = inneighbor3i + markindex;
// output the front and back triangles
outelement3i[0] = vertexremap[element[0]];
outelement3i[1] = vertexremap[element[1]];
outelement3i[2] = vertexremap[element[2]];
outelement3i[3] = vertexremap[element[2]] + 1;
outelement3i[4] = vertexremap[element[1]] + 1;
outelement3i[5] = vertexremap[element[0]] + 1;
outelement3i += 6;
outtriangles += 2;
// output the sides (facing outward from this triangle)
if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
{
remappedelement[0] = vertexremap[element[0]];
remappedelement[1] = vertexremap[element[1]];
outelement3i[0] = remappedelement[1];
outelement3i[1] = remappedelement[0];
outelement3i[2] = remappedelement[0] + 1;
outelement3i[3] = remappedelement[1];
outelement3i[4] = remappedelement[0] + 1;
outelement3i[5] = remappedelement[1] + 1;
outelement3i += 6;
outtriangles += 2;
}
if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
{
remappedelement[1] = vertexremap[element[1]];
remappedelement[2] = vertexremap[element[2]];
outelement3i[0] = remappedelement[2];
outelement3i[1] = remappedelement[1];
outelement3i[2] = remappedelement[1] + 1;
outelement3i[3] = remappedelement[2];
outelement3i[4] = remappedelement[1] + 1;
outelement3i[5] = remappedelement[2] + 1;
outelement3i += 6;
outtriangles += 2;
}
if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
{
remappedelement[0] = vertexremap[element[0]];
remappedelement[2] = vertexremap[element[2]];
outelement3i[0] = remappedelement[0];
outelement3i[1] = remappedelement[2];
outelement3i[2] = remappedelement[2] + 1;
outelement3i[3] = remappedelement[0];
outelement3i[4] = remappedelement[2] + 1;
outelement3i[5] = remappedelement[0] + 1;
outelement3i += 6;
outtriangles += 2;
}
}
}
else
{
for (i = 0;i < numshadowmarktris;i++)
{
int remappedelement[3];
int markindex;
const int *neighbortriangle;
markindex = shadowmarktris[i] * 3;
element = inelement3i + markindex;
neighbortriangle = inneighbor3i + markindex;
// output the front and back triangles
outelement3i[0] = vertexremap[element[2]];
outelement3i[1] = vertexremap[element[1]];
outelement3i[2] = vertexremap[element[0]];
outelement3i[3] = vertexremap[element[0]] + 1;
outelement3i[4] = vertexremap[element[1]] + 1;
outelement3i[5] = vertexremap[element[2]] + 1;
outelement3i += 6;
outtriangles += 2;
// output the sides (facing outward from this triangle)
if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
{
remappedelement[0] = vertexremap[element[0]];
remappedelement[1] = vertexremap[element[1]];
outelement3i[0] = remappedelement[0];
outelement3i[1] = remappedelement[1];
outelement3i[2] = remappedelement[1] + 1;
outelement3i[3] = remappedelement[0];
outelement3i[4] = remappedelement[1] + 1;
outelement3i[5] = remappedelement[0] + 1;
outelement3i += 6;
outtriangles += 2;
}
if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
{
remappedelement[1] = vertexremap[element[1]];
remappedelement[2] = vertexremap[element[2]];
outelement3i[0] = remappedelement[1];
outelement3i[1] = remappedelement[2];
outelement3i[2] = remappedelement[2] + 1;
outelement3i[3] = remappedelement[1];
outelement3i[4] = remappedelement[2] + 1;
outelement3i[5] = remappedelement[1] + 1;
outelement3i += 6;
outtriangles += 2;
}
if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
{
remappedelement[0] = vertexremap[element[0]];
remappedelement[2] = vertexremap[element[2]];
outelement3i[0] = remappedelement[2];
outelement3i[1] = remappedelement[0];
outelement3i[2] = remappedelement[0] + 1;
outelement3i[3] = remappedelement[2];
outelement3i[4] = remappedelement[0] + 1;
outelement3i[5] = remappedelement[2] + 1;
outelement3i += 6;
outtriangles += 2;
}
}
}
if (outnumvertices)
*outnumvertices = outvertices;
return outtriangles;
}
static int R_Shadow_ConstructShadowVolume_ZPass(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
{
int i, j, k;
int outtriangles = 0, outvertices = 0;
const int *element;
const float *vertex;
float ratio, direction[3], projectvector[3];
qboolean side[4];
if (projectdirection)
VectorScale(projectdirection, projectdistance, projectvector);
else
VectorClear(projectvector);
for (i = 0;i < numshadowmarktris;i++)
{
int remappedelement[3];
int markindex;
const int *neighbortriangle;
markindex = shadowmarktris[i] * 3;
neighbortriangle = inneighbor3i + markindex;
side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
if (side[0] + side[1] + side[2] == 0)
continue;
side[3] = side[0];
element = inelement3i + markindex;
// create the vertices
for (j = 0;j < 3;j++)
{
if (side[j] + side[j+1] == 0)
continue;
k = element[j];
if (vertexupdate[k] != vertexupdatenum)
{
vertexupdate[k] = vertexupdatenum;
vertexremap[k] = outvertices;
vertex = invertex3f + k * 3;
VectorCopy(vertex, outvertex3f);
if (projectdirection)
{
// project one copy of the vertex according to projectvector
VectorAdd(vertex, projectvector, (outvertex3f + 3));
}
else
{
// project one copy of the vertex to the sphere radius of the light
// (FIXME: would projecting it to the light box be better?)
VectorSubtract(vertex, projectorigin, direction);
ratio = projectdistance / VectorLength(direction);
VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
}
outvertex3f += 6;
outvertices += 2;
}
}
// output the sides (facing outward from this triangle)
if (!side[0])
{
remappedelement[0] = vertexremap[element[0]];
remappedelement[1] = vertexremap[element[1]];
outelement3i[0] = remappedelement[1];
outelement3i[1] = remappedelement[0];
outelement3i[2] = remappedelement[0] + 1;
outelement3i[3] = remappedelement[1];
outelement3i[4] = remappedelement[0] + 1;
outelement3i[5] = remappedelement[1] + 1;
outelement3i += 6;
outtriangles += 2;
}
if (!side[1])
{
remappedelement[1] = vertexremap[element[1]];
remappedelement[2] = vertexremap[element[2]];
outelement3i[0] = remappedelement[2];
outelement3i[1] = remappedelement[1];
outelement3i[2] = remappedelement[1] + 1;
outelement3i[3] = remappedelement[2];
outelement3i[4] = remappedelement[1] + 1;
outelement3i[5] = remappedelement[2] + 1;
outelement3i += 6;
outtriangles += 2;
}
if (!side[2])
{
remappedelement[0] = vertexremap[element[0]];
remappedelement[2] = vertexremap[element[2]];
outelement3i[0] = remappedelement[0];
outelement3i[1] = remappedelement[2];
outelement3i[2] = remappedelement[2] + 1;
outelement3i[3] = remappedelement[0];
outelement3i[4] = remappedelement[2] + 1;
outelement3i[5] = remappedelement[0] + 1;
outelement3i += 6;
outtriangles += 2;
}
}
if (outnumvertices)
*outnumvertices = outvertices;
return outtriangles;
}
void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
{
int t, tend;
const int *e;
const float *v[3];
float normal[3];
if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
return;
tend = firsttriangle + numtris;
if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
{
// surface box entirely inside light box, no box cull
if (projectdirection)
{
for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
{
TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
shadowmarklist[numshadowmark++] = t;
}
}
else
{
for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
shadowmarklist[numshadowmark++] = t;
}
}
else
{
// surface box not entirely inside light box, cull each triangle
if (projectdirection)
{
for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
{
v[0] = invertex3f + e[0] * 3;
v[1] = invertex3f + e[1] * 3;
v[2] = invertex3f + e[2] * 3;
TriangleNormal(v[0], v[1], v[2], normal);
if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
&& TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
shadowmarklist[numshadowmark++] = t;
}
}
else
{
for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
{
v[0] = invertex3f + e[0] * 3;
v[1] = invertex3f + e[1] * 3;
v[2] = invertex3f + e[2] * 3;
if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
&& TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
shadowmarklist[numshadowmark++] = t;
}
}
}
}
qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
{
#if 1
return false;
#else
if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
return false;
// check if the shadow volume intersects the near plane
//
// a ray between the eye and light origin may intersect the caster,
// indicating that the shadow may touch the eye location, however we must
// test the near plane (a polygon), not merely the eye location, so it is
// easiest to enlarge the caster bounding shape slightly for this.
// TODO
return true;
#endif
}
void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris, vec3_t trismins, vec3_t trismaxs)
{
int i, tris, outverts;
if (projectdistance < 0.1)
{
Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
return;
}
if (!numverts || !nummarktris)
return;
// make sure shadowelements is big enough for this volume
if (maxshadowtriangles < nummarktris || maxshadowvertices < numverts)
R_Shadow_ResizeShadowArrays((numverts + 255) & ~255, (nummarktris + 255) & ~255);
if (maxvertexupdate < numverts)
{
maxvertexupdate = numverts;
if (vertexupdate)
Mem_Free(vertexupdate);
if (vertexremap)
Mem_Free(vertexremap);
vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
vertexupdatenum = 0;
}
vertexupdatenum++;
if (vertexupdatenum == 0)
{
vertexupdatenum = 1;
memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
memset(vertexremap, 0, maxvertexupdate * sizeof(int));
}
for (i = 0;i < nummarktris;i++)
shadowmark[marktris[i]] = shadowmarkcount;
if (r_shadow_compilingrtlight)
{
// if we're compiling an rtlight, capture the mesh
//tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
//Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
}
else
{
// decide which type of shadow to generate and set stencil mode
R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
// generate the sides or a solid volume, depending on type
if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
else
tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
r_refdef.stats.lights_dynamicshadowtriangles += tris;
r_refdef.stats.lights_shadowtriangles += tris;
CHECKGLERROR
R_Mesh_VertexPointer(shadowvertex3f, 0, 0);
GL_LockArrays(0, outverts);
if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
{
// increment stencil if frontface is infront of depthbuffer
GL_CullFace(r_refdef.view.cullface_front);
qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
// decrement stencil if backface is infront of depthbuffer
GL_CullFace(r_refdef.view.cullface_back);
qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
}
else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
{
// decrement stencil if backface is behind depthbuffer
GL_CullFace(r_refdef.view.cullface_front);
qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
// increment stencil if frontface is behind depthbuffer
GL_CullFace(r_refdef.view.cullface_back);
qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
}
R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
GL_LockArrays(0, 0);
CHECKGLERROR
}
}
void R_Shadow_ShadowMapFromList(int numverts, int numtris, const float *vertex3f, int vertex3f_bufferobject, int vertex3f_bufferoffset, const int *elements, int nummarktris, const int *marktris)
{
int i, tris = nummarktris;
int *outelement3i;
const int *element;
if (!numverts || !nummarktris)
return;
// make sure shadowelements is big enough for this mesh
if (maxshadowtriangles < nummarktris || maxshadowvertices < numverts)
R_Shadow_ResizeShadowArrays((numverts + 255) & ~255, (nummarktris + 255) & ~255);
// gather up the (sparse) triangles into one array
outelement3i = shadowelements;
for (i = 0;i < nummarktris;i++)
{
element = elements + marktris[i] * 3;
outelement3i[0] = element[0];
outelement3i[1] = element[1];
outelement3i[2] = element[2];
outelement3i += 3;
}
r_refdef.stats.lights_dynamicshadowtriangles += tris;
r_refdef.stats.lights_shadowtriangles += tris;
R_Mesh_VertexPointer(vertex3f, vertex3f_bufferobject, vertex3f_bufferoffset);
R_Mesh_Draw(0, numverts, 0, tris, shadowelements, NULL, 0, 0);
}
static void R_Shadow_MakeTextures_MakeCorona(void)
{
float dx, dy;
int x, y, a;
unsigned char pixels[32][32][4];
for (y = 0;y < 32;y++)
{
dy = (y - 15.5f) * (1.0f / 16.0f);
for (x = 0;x < 32;x++)
{
dx = (x - 15.5f) * (1.0f / 16.0f);
a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
a = bound(0, a, 255);
pixels[y][x][0] = a;
pixels[y][x][1] = a;
pixels[y][x][2] = a;
pixels[y][x][3] = 255;
}
}
r_shadow_lightcorona = R_LoadTexture2D(r_shadow_texturepool, "lightcorona", 32, 32, &pixels[0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR, NULL);
}
static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
{
float dist = sqrt(x*x+y*y+z*z);
float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
// note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101;
}
static void R_Shadow_MakeTextures(void)
{
int x, y, z;
float intensity, dist;
unsigned int *data;
R_FreeTexturePool(&r_shadow_texturepool);
r_shadow_texturepool = R_AllocTexturePool();
r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4);
// the table includes one additional value to avoid the need to clamp indexing due to minor math errors
for (x = 0;x <= ATTENTABLESIZE;x++)
{
dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
r_shadow_attentable[x] = bound(0, intensity, 1);
}
// 1D gradient texture
for (x = 0;x < ATTEN1DSIZE;x++)
data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
// 2D circle texture
for (y = 0;y < ATTEN2DSIZE;y++)
for (x = 0;x < ATTEN2DSIZE;x++)
data[y*ATTEN2DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), 0);
r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
// 3D sphere texture
if (r_shadow_texture3d.integer && gl_texture3d)
{
for (z = 0;z < ATTEN3DSIZE;z++)
for (y = 0;y < ATTEN3DSIZE;y++)
for (x = 0;x < ATTEN3DSIZE;x++)
data[(z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375));
r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
}
else
r_shadow_attenuation3dtexture = NULL;
Mem_Free(data);
R_Shadow_MakeTextures_MakeCorona();
// Editor light sprites
r_editlights_sprcursor = Draw_CachePic ("gfx/editlights/cursor");
r_editlights_sprlight = Draw_CachePic ("gfx/editlights/light");
r_editlights_sprnoshadowlight = Draw_CachePic ("gfx/editlights/noshadow");
r_editlights_sprcubemaplight = Draw_CachePic ("gfx/editlights/cubemaplight");
r_editlights_sprcubemapnoshadowlight = Draw_CachePic ("gfx/editlights/cubemapnoshadowlight");
r_editlights_sprselection = Draw_CachePic ("gfx/editlights/selection");
}
void R_Shadow_ValidateCvars(void)
{
if (r_shadow_texture3d.integer && !gl_texture3d)
Cvar_SetValueQuick(&r_shadow_texture3d, 0);
if (gl_ext_separatestencil.integer && !gl_support_separatestencil)
Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
}
void R_Shadow_RenderMode_Begin(void)
{
GLint drawbuffer;
GLint readbuffer;
R_Shadow_ValidateCvars();
if (!r_shadow_attenuation2dtexture
|| (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
|| r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
|| r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
R_Shadow_MakeTextures();
CHECKGLERROR
R_Mesh_ColorPointer(NULL, 0, 0);
R_Mesh_ResetTextureState();
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthRange(0, 1);
GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
GL_DepthTest(true);
GL_DepthMask(false);
GL_Color(0, 0, 0, 1);
GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
if (gl_ext_separatestencil.integer)
{
r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
}
else if (gl_ext_stenciltwoside.integer)
{
r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
}
else
{
r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
}
if (r_glsl.integer && gl_support_fragment_shader)
r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_DOT3;
else
r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
CHECKGLERROR
qglGetIntegerv(GL_DRAW_BUFFER, &drawbuffer);CHECKGLERROR
qglGetIntegerv(GL_READ_BUFFER, &readbuffer);CHECKGLERROR
r_shadow_drawbuffer = drawbuffer;
r_shadow_readbuffer = readbuffer;
}
void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
{
rsurface.rtlight = rtlight;
}
void R_Shadow_RenderMode_Reset(void)
{
CHECKGLERROR
if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE)
{
qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
}
if (gl_support_ext_framebuffer_object)
{
qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
}
qglDrawBuffer(r_shadow_drawbuffer);CHECKGLERROR
qglReadBuffer(r_shadow_readbuffer);CHECKGLERROR
R_SetViewport(&r_refdef.view.viewport);
GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
R_Mesh_ColorPointer(NULL, 0, 0);
R_Mesh_ResetTextureState();
GL_DepthRange(0, 1);
GL_DepthTest(true);
GL_DepthMask(false);
qglDepthFunc(GL_LEQUAL);CHECKGLERROR
GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
qglDisable(GL_STENCIL_TEST);CHECKGLERROR
qglStencilMask(~0);CHECKGLERROR
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
GL_CullFace(r_refdef.view.cullface_back);
GL_Color(1, 1, 1, 1);
GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
GL_BlendFunc(GL_ONE, GL_ZERO);
R_SetupGenericShader(false);
r_shadow_usingshadowmaprect = false;
r_shadow_usingshadowmapcube = false;
r_shadow_usingshadowmap2d = false;
CHECKGLERROR
}
void R_Shadow_ClearStencil(void)
{
CHECKGLERROR
GL_Clear(GL_STENCIL_BUFFER_BIT);
r_refdef.stats.lights_clears++;
}
void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
{
r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
if (r_shadow_rendermode == mode)
return;
CHECKGLERROR
R_Shadow_RenderMode_Reset();
GL_ColorMask(0, 0, 0, 0);
GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
R_SetupDepthOrShadowShader();
qglDepthFunc(GL_LESS);CHECKGLERROR
qglEnable(GL_STENCIL_TEST);CHECKGLERROR
r_shadow_rendermode = mode;
switch(mode)
{
default:
break;
case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
GL_CullFace(GL_NONE);
qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
break;
case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
GL_CullFace(GL_NONE);
qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
break;
case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
GL_CullFace(GL_NONE);
qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
qglStencilMask(~0);CHECKGLERROR
qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
qglStencilMask(~0);CHECKGLERROR
qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
break;
case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
GL_CullFace(GL_NONE);
qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
qglStencilMask(~0);CHECKGLERROR
qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
qglStencilMask(~0);CHECKGLERROR
qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
break;
}
}
static void R_Shadow_MakeVSDCT(void)
{
// maps to a 2x3 texture rectangle with normalized coordinates
// +-
// XX
// YY
// ZZ
// stores abs(dir.xy), offset.xy/2.5
unsigned char data[4*6] =
{
255, 0, 0x33, 0x33, // +X: <1, 0>, <0.5, 0.5>
255, 0, 0x99, 0x33, // -X: <1, 0>, <1.5, 0.5>
0, 255, 0x33, 0x99, // +Y: <0, 1>, <0.5, 1.5>
0, 255, 0x99, 0x99, // -Y: <0, 1>, <1.5, 1.5>
0, 0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
0, 0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
};
r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_ALWAYSPRECACHE | TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, NULL);
}
void R_Shadow_RenderMode_ShadowMap(int side, qboolean clear, int size)
{
int i;
int status;
int maxsize;
float nearclip, farclip, bias;
r_viewport_t viewport;
CHECKGLERROR
maxsize = r_shadow_shadowmapmaxsize;
nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
farclip = 1.0f;
bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
r_shadow_shadowmap_parameters[2] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
r_shadow_shadowmap_parameters[3] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
if (r_shadow_shadowmode == 1)
{
// complex unrolled cube approach (more flexible)
if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
R_Shadow_MakeVSDCT();
if (!r_shadow_shadowmap2dtexture)
{
#if 1
int w = maxsize*2, h = gl_support_arb_texture_non_power_of_two ? maxsize*3 : maxsize*4;
r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", w, h, r_shadow_shadowmapsampler);
qglGenFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbo2d);CHECKGLERROR
qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_shadowmap2dtexture), 0);CHECKGLERROR
#endif
}
CHECKGLERROR
R_Shadow_RenderMode_Reset();
if (r_shadow_shadowmap2dtexture)
{
// render depth into the fbo, do not render color at all
qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbo2d);CHECKGLERROR
qglDrawBuffer(GL_NONE);CHECKGLERROR
qglReadBuffer(GL_NONE);CHECKGLERROR
status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
{
Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
}
R_SetupDepthOrShadowShader();
}
else
{
R_SetupShowDepthShader();
qglClearColor(1,1,1,1);CHECKGLERROR
}
R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
r_shadow_shadowmap_parameters[1] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
}
else if (r_shadow_shadowmode == 2)
{
// complex unrolled cube approach (more flexible)
if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
R_Shadow_MakeVSDCT();
if (!r_shadow_shadowmaprectangletexture)
{
#if 1
r_shadow_shadowmaprectangletexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "shadowmap", maxsize*2, maxsize*3, r_shadow_shadowmapsampler);
qglGenFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR
qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_shadowmaprectangletexture), 0);CHECKGLERROR
#endif
}
CHECKGLERROR
R_Shadow_RenderMode_Reset();
if (r_shadow_shadowmaprectangletexture)
{
// render depth into the fbo, do not render color at all
qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR
qglDrawBuffer(GL_NONE);CHECKGLERROR
qglReadBuffer(GL_NONE);CHECKGLERROR
status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
{
Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
}
R_SetupDepthOrShadowShader();
}
else
{
R_SetupShowDepthShader();
qglClearColor(1,1,1,1);CHECKGLERROR
}
R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
r_shadow_shadowmap_texturescale[0] = 1.0f;
r_shadow_shadowmap_texturescale[1] = 1.0f;
r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
r_shadow_shadowmap_parameters[1] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE;
}
else if (r_shadow_shadowmode == 3)
{
// simple cube approach
if (!r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod])
{
#if 1
r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod] = R_LoadTextureShadowMapCube(r_shadow_texturepool, "shadowmapcube", bound(1, maxsize >> r_shadow_shadowmaplod, 2048), r_shadow_shadowmapsampler);
qglGenFramebuffersEXT(6, r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
for (i = 0;i < 6;i++)
{
qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbocubeside[r_shadow_shadowmaplod][i]);CHECKGLERROR
qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + i, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
}
#endif
}
CHECKGLERROR
R_Shadow_RenderMode_Reset();
if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod])
{
// render depth into the fbo, do not render color at all
qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbocubeside[r_shadow_shadowmaplod][side]);CHECKGLERROR
qglDrawBuffer(GL_NONE);CHECKGLERROR
qglReadBuffer(GL_NONE);CHECKGLERROR
status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
{
Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
}
R_SetupDepthOrShadowShader();
}
else
{
R_SetupShowDepthShader();
qglClearColor(1,1,1,1);CHECKGLERROR
}
R_Viewport_InitCubeSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, nearclip, farclip, NULL);
r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureWidth(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
r_shadow_shadowmap_parameters[0] = 1.0f;
r_shadow_shadowmap_parameters[1] = 1.0f;
r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE;
}
CHECKGLERROR
R_SetViewport(&viewport);
GL_PolygonOffset(0, 0);
GL_CullFace(GL_NONE); // quake is backwards
GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
GL_DepthMask(true);
GL_DepthTest(true);
qglClearDepth(1);CHECKGLERROR
CHECKGLERROR
if (clear)
qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
CHECKGLERROR
}
void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
{
CHECKGLERROR
R_Shadow_RenderMode_Reset();
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
if (!transparent)
{
qglDepthFunc(GL_EQUAL);CHECKGLERROR
}
if (stenciltest)
{
qglEnable(GL_STENCIL_TEST);CHECKGLERROR
// only draw light where this geometry was already rendered AND the
// stencil is 128 (values other than this mean shadow)
qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
}
r_shadow_rendermode = r_shadow_lightingrendermode;
// do global setup needed for the chosen lighting mode
if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
{
R_Mesh_TexBindCubeMap(GL20TU_CUBE, R_GetTexture(rsurface.rtlight->currentcubemap)); // light filter
GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
CHECKGLERROR
if (shadowmapping)
{
if (r_shadow_shadowmode == 1)
{
r_shadow_usingshadowmap2d = true;
R_Mesh_TexBind(GL20TU_SHADOWMAP2D, R_GetTexture(r_shadow_shadowmap2dtexture));
CHECKGLERROR
}
else if (r_shadow_shadowmode == 2)
{
r_shadow_usingshadowmaprect = true;
R_Mesh_TexBindRectangle(GL20TU_SHADOWMAPRECT, R_GetTexture(r_shadow_shadowmaprectangletexture));
CHECKGLERROR
}
else if (r_shadow_shadowmode == 3)
{
r_shadow_usingshadowmapcube = true;
R_Mesh_TexBindCubeMap(GL20TU_SHADOWMAPCUBE, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]));
CHECKGLERROR
}
if (r_shadow_shadowmapvsdct && (r_shadow_usingshadowmap2d || r_shadow_usingshadowmaprect))
{
R_Mesh_TexBindCubeMap(GL20TU_CUBEPROJECTION, R_GetTexture(r_shadow_shadowmapvsdcttexture));
CHECKGLERROR
}
}
}
else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_VERTEX)
R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
CHECKGLERROR
}
void R_Shadow_RenderMode_VisibleShadowVolumes(void)
{
CHECKGLERROR
R_Shadow_RenderMode_Reset();
GL_BlendFunc(GL_ONE, GL_ONE);
GL_DepthRange(0, 1);
GL_DepthTest(r_showshadowvolumes.integer < 2);
GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
GL_CullFace(GL_NONE);
r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
}
void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
{
CHECKGLERROR
R_Shadow_RenderMode_Reset();
GL_BlendFunc(GL_ONE, GL_ONE);
GL_DepthRange(0, 1);
GL_DepthTest(r_showlighting.integer < 2);
GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
if (!transparent)
{
qglDepthFunc(GL_EQUAL);CHECKGLERROR
}
if (stenciltest)
{
qglEnable(GL_STENCIL_TEST);CHECKGLERROR
qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
}
r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
}
void R_Shadow_RenderMode_End(void)
{
CHECKGLERROR
R_Shadow_RenderMode_Reset();
R_Shadow_RenderMode_ActiveLight(NULL);
GL_DepthMask(true);
GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
}
int bboxedges[12][2] =
{
// top
{0, 1}, // +X
{0, 2}, // +Y
{1, 3}, // Y, +X
{2, 3}, // X, +Y
// bottom
{4, 5}, // +X
{4, 6}, // +Y
{5, 7}, // Y, +X
{6, 7}, // X, +Y
// verticals
{0, 4}, // +Z
{1, 5}, // X, +Z
{2, 6}, // Y, +Z
{3, 7}, // XY, +Z
};
qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
{
int i, ix1, iy1, ix2, iy2;
float x1, y1, x2, y2;
vec4_t v, v2;
float vertex[20][3];
int j, k;
vec4_t plane4f;
int numvertices;
float corner[8][4];
float dist[8];
int sign[8];
float f;
r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
if (!r_shadow_scissor.integer)
return false;
// if view is inside the light box, just say yes it's visible
if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
return false;
x1 = y1 = x2 = y2 = 0;
// transform all corners that are infront of the nearclip plane
VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
plane4f[3] = r_refdef.view.frustum[4].dist;
numvertices = 0;
for (i = 0;i < 8;i++)
{
Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
dist[i] = DotProduct4(corner[i], plane4f);
sign[i] = dist[i] > 0;
if (!sign[i])
{
VectorCopy(corner[i], vertex[numvertices]);
numvertices++;
}
}
// if some points are behind the nearclip, add clipped edge points to make
// sure that the scissor boundary is complete
if (numvertices > 0 && numvertices < 8)
{
// add clipped edge points
for (i = 0;i < 12;i++)
{
j = bboxedges[i][0];
k = bboxedges[i][1];
if (sign[j] != sign[k])
{
f = dist[j] / (dist[j] - dist[k]);
VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
numvertices++;
}
}
}
// if we have no points to check, the light is behind the view plane
if (!numvertices)
return true;
// if we have some points to transform, check what screen area is covered
x1 = y1 = x2 = y2 = 0;
v[3] = 1.0f;
//Con_Printf("%i vertices to transform...\n", numvertices);
for (i = 0;i < numvertices;i++)
{
VectorCopy(vertex[i], v);
R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2);
//Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
if (i)
{
if (x1 > v2[0]) x1 = v2[0];
if (x2 < v2[0]) x2 = v2[0];
if (y1 > v2[1]) y1 = v2[1];
if (y2 < v2[1]) y2 = v2[1];
}
else
{
x1 = x2 = v2[0];
y1 = y2 = v2[1];
}
}
// now convert the scissor rectangle to integer screen coordinates
ix1 = (int)(x1 - 1.0f);
iy1 = vid.height - (int)(y2 - 1.0f);
ix2 = (int)(x2 + 1.0f);
iy2 = vid.height - (int)(y1 + 1.0f);
//Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
// clamp it to the screen
if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
// if it is inside out, it's not visible
if (ix2 <= ix1 || iy2 <= iy1)
return true;
// the light area is visible, set up the scissor rectangle
r_shadow_lightscissor[0] = ix1;
r_shadow_lightscissor[1] = iy1;
r_shadow_lightscissor[2] = ix2 - ix1;
r_shadow_lightscissor[3] = iy2 - iy1;
r_refdef.stats.lights_scissored++;
return false;
}
static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, int numtriangles, const int *element3i, const float *diffusecolor, const float *ambientcolor)
{
float *vertex3f = rsurface.vertex3f + 3 * firstvertex;
float *normal3f = rsurface.normal3f + 3 * firstvertex;
float *color4f = rsurface.array_color4f + 4 * firstvertex;
float dist, dot, distintensity, shadeintensity, v[3], n[3];
if (r_textureunits.integer >= 3)
{
if (VectorLength2(diffusecolor) > 0)
{
for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
{
Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
if ((dot = DotProduct(n, v)) < 0)
{
shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
}
else
VectorCopy(ambientcolor, color4f);
if (r_refdef.fogenabled)
{
float f;
f = FogPoint_Model(vertex3f);
VectorScale(color4f, f, color4f);
}
color4f[3] = 1;
}
}
else
{
for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
{
VectorCopy(ambientcolor, color4f);
if (r_refdef.fogenabled)
{
float f;
Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
f = FogPoint_Model(vertex3f);
VectorScale(color4f, f, color4f);
}
color4f[3] = 1;
}
}
}
else if (r_textureunits.integer >= 2)
{
if (VectorLength2(diffusecolor) > 0)
{
for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
{
Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
{
Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
if ((dot = DotProduct(n, v)) < 0)
{
shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
}
else
{
color4f[0] = ambientcolor[0] * distintensity;
color4f[1] = ambientcolor[1] * distintensity;
color4f[2] = ambientcolor[2] * distintensity;
}
if (r_refdef.fogenabled)
{
float f;
f = FogPoint_Model(vertex3f);
VectorScale(color4f, f, color4f);
}
}
else
VectorClear(color4f);
color4f[3] = 1;
}
}
else
{
for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
{
Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
{
color4f[0] = ambientcolor[0] * distintensity;
color4f[1] = ambientcolor[1] * distintensity;
color4f[2] = ambientcolor[2] * distintensity;
if (r_refdef.fogenabled)
{
float f;
f = FogPoint_Model(vertex3f);
VectorScale(color4f, f, color4f);
}
}
else
VectorClear(color4f);
color4f[3] = 1;
}
}
}
else
{
if (VectorLength2(diffusecolor) > 0)
{
for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
{
Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
{
distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
if ((dot = DotProduct(n, v)) < 0)
{
shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
}
else
{
color4f[0] = ambientcolor[0] * distintensity;
color4f[1] = ambientcolor[1] * distintensity;
color4f[2] = ambientcolor[2] * distintensity;
}
if (r_refdef.fogenabled)
{
float f;
f = FogPoint_Model(vertex3f);
VectorScale(color4f, f, color4f);
}
}
else
VectorClear(color4f);
color4f[3] = 1;
}
}
else
{
for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
{
Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
{
distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
color4f[0] = ambientcolor[0] * distintensity;
color4f[1] = ambientcolor[1] * distintensity;
color4f[2] = ambientcolor[2] * distintensity;
if (r_refdef.fogenabled)
{
float f;
f = FogPoint_Model(vertex3f);
VectorScale(color4f, f, color4f);
}
}
else
VectorClear(color4f);
color4f[3] = 1;
}
}
}
}
// TODO: use glTexGen instead of feeding vertices to texcoordpointer?
static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(int firstvertex, int numvertices, int numtriangles, const int *element3i)
{
int i;
float *out3f = rsurface.array_texcoord3f + 3 * firstvertex;
const float *vertex3f = rsurface.vertex3f + 3 * firstvertex;
const float *svector3f = rsurface.svector3f + 3 * firstvertex;
const float *tvector3f = rsurface.tvector3f + 3 * firstvertex;
const float *normal3f = rsurface.normal3f + 3 * firstvertex;
float lightdir[3];
for (i = 0;i < numvertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
{
VectorSubtract(rsurface.entitylightorigin, vertex3f, lightdir);
// the cubemap normalizes this for us
out3f[0] = DotProduct(svector3f, lightdir);
out3f[1] = DotProduct(tvector3f, lightdir);
out3f[2] = DotProduct(normal3f, lightdir);
}
}
static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(int firstvertex, int numvertices, int numtriangles, const int *element3i)
{
int i;
float *out3f = rsurface.array_texcoord3f + 3 * firstvertex;
const float *vertex3f = rsurface.vertex3f + 3 * firstvertex;
const float *svector3f = rsurface.svector3f + 3 * firstvertex;
const float *tvector3f = rsurface.tvector3f + 3 * firstvertex;
const float *normal3f = rsurface.normal3f + 3 * firstvertex;
float lightdir[3], eyedir[3], halfdir[3];
for (i = 0;i < numvertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
{
VectorSubtract(rsurface.entitylightorigin, vertex3f, lightdir);
VectorNormalize(lightdir);
VectorSubtract(rsurface.modelorg, vertex3f, eyedir);
VectorNormalize(eyedir);
VectorAdd(lightdir, eyedir, halfdir);
// the cubemap normalizes this for us
out3f[0] = DotProduct(svector3f, halfdir);
out3f[1] = DotProduct(tvector3f, halfdir);
out3f[2] = DotProduct(normal3f, halfdir);
}
}
static void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
{
// used to display how many times a surface is lit for level design purposes
R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
}
static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
{
// ARB2 GLSL shader path (GFFX5200, Radeon 9500)
R_SetupSurfaceShader(lightcolorbase, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT);
if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
else
R_Mesh_ColorPointer(NULL, 0, 0);
R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix);
R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
if (rsurface.texture->backgroundcurrentskinframe)
{
R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
}
//R_Mesh_TexBindCubeMap(GL20TU_CUBE, R_GetTexture(rsurface.rtlight->currentcubemap));
R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
if(rsurface.texture->colormapping)
{
R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
}
R_Mesh_TexBind(GL20TU_ATTENUATION, R_GetTexture(r_shadow_attenuationgradienttexture));
R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
{
qglDepthFunc(GL_EQUAL);CHECKGLERROR
}
R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
{
qglDepthFunc(GL_LEQUAL);CHECKGLERROR
}
}
static void R_Shadow_RenderLighting_Light_Dot3_Finalize(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, float r, float g, float b)
{
// shared final code for all the dot3 layers
int renders;
GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
for (renders = 0;renders < 64 && (r > 0 || g > 0 || b > 0);renders++, r--, g--, b--)
{
GL_Color(bound(0, r, 1), bound(0, g, 1), bound(0, b, 1), 1);
R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
}
}
static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
{
rmeshstate_t m;
// colorscale accounts for how much we multiply the brightness
// during combine.
//
// mult is how many times the final pass of the lighting will be
// performed to get more brightness than otherwise possible.
//
// Limit mult to 64 for sanity sake.
GL_Color(1,1,1,1);
if (r_shadow_texture3d.integer && rsurface.rtlight->currentcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
{
// 3 3D combine path (Geforce3, Radeon 8500)
memset(&m, 0, sizeof(m));
m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
m.pointer_texcoord3f[0] = rsurface.vertex3f;
m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
m.texmatrix[0] = rsurface.entitytoattenuationxyz;
m.tex[1] = R_GetTexture(basetexture);
m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
m.texmatrix[1] = rsurface.texture->currenttexmatrix;
m.texcubemap[2] = R_GetTexture(rsurface.rtlight->currentcubemap);
m.pointer_texcoord3f[2] = rsurface.vertex3f;
m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
m.texmatrix[2] = rsurface.entitytolight;
GL_BlendFunc(GL_ONE, GL_ONE);
}
else if (r_shadow_texture3d.integer && rsurface.rtlight->currentcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
{
// 2 3D combine path (Geforce3, original Radeon)
memset(&m, 0, sizeof(m));
m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
m.pointer_texcoord3f[0] = rsurface.vertex3f;
m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
m.texmatrix[0] = rsurface.entitytoattenuationxyz;
m.tex[1] = R_GetTexture(basetexture);
m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
m.texmatrix[1] = rsurface.texture->currenttexmatrix;
GL_BlendFunc(GL_ONE, GL_ONE);
}
else if (r_textureunits.integer >= 4 && rsurface.rtlight->currentcubemap != r_texture_whitecube)
{
// 4 2D combine path (Geforce3, Radeon 8500)
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
m.pointer_texcoord3f[0] = rsurface.vertex3f;
m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
m.texmatrix[0] = rsurface.entitytoattenuationxyz;
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
m.pointer_texcoord3f[1] = rsurface.vertex3f;
m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
m.texmatrix[1] = rsurface.entitytoattenuationz;
m.tex[2] = R_GetTexture(basetexture);
m.pointer_texcoord[2] = rsurface.texcoordtexture2f;
m.pointer_texcoord_bufferobject[2] = rsurface.texcoordtexture2f_bufferobject;
m.pointer_texcoord_bufferoffset[2] = rsurface.texcoordtexture2f_bufferoffset;
m.texmatrix[2] = rsurface.texture->currenttexmatrix;
if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
{
m.texcubemap[3] = R_GetTexture(rsurface.rtlight->currentcubemap);
m.pointer_texcoord3f[3] = rsurface.vertex3f;
m.pointer_texcoord_bufferobject[3] = rsurface.vertex3f_bufferobject;
m.pointer_texcoord_bufferoffset[3] = rsurface.vertex3f_bufferoffset;
m.texmatrix[3] = rsurface.entitytolight;
}
GL_BlendFunc(GL_ONE, GL_ONE);
}
else if (r_textureunits.integer >= 3 && rsurface.rtlight->currentcubemap == r_texture_whitecube)
{
// 3 2D combine path (Geforce3, original Radeon)
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
m.pointer_texcoord3f[0] = rsurface.vertex3f;
m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
m.texmatrix[0] = rsurface.entitytoattenuationxyz;
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
m.pointer_texcoord3f[1] = rsurface.vertex3f;
m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
m.texmatrix[1] = rsurface.entitytoattenuationz;
m.tex[2] = R_GetTexture(basetexture);
m.pointer_texcoord[2] = rsurface.texcoordtexture2f;
m.pointer_texcoord_bufferobject[2] = rsurface.texcoordtexture2f_bufferobject;
m.pointer_texcoord_bufferoffset[2] = rsurface.texcoordtexture2f_bufferoffset;
m.texmatrix[2] = rsurface.texture->currenttexmatrix;
GL_BlendFunc(GL_ONE, GL_ONE);
}
else
{
// 2/2/2 2D combine path (any dot3 card)
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
m.pointer_texcoord3f[0] = rsurface.vertex3f;
m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
m.texmatrix[0] = rsurface.entitytoattenuationxyz;
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
m.pointer_texcoord3f[1] = rsurface.vertex3f;
m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
m.texmatrix[1] = rsurface.entitytoattenuationz;
R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
// second pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(basetexture);
m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
m.texmatrix[0] = rsurface.texture->currenttexmatrix;
if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
{
m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
m.pointer_texcoord3f[1] = rsurface.vertex3f;
m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
m.texmatrix[1] = rsurface.entitytolight;
}
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
}
// this final code is shared
R_Mesh_TextureState(&m);
R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
}
static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale)
{
rmeshstate_t m;
// colorscale accounts for how much we multiply the brightness
// during combine.
//
// mult is how many times the final pass of the lighting will be
// performed to get more brightness than otherwise possible.
//
// Limit mult to 64 for sanity sake.
GL_Color(1,1,1,1);
// generate normalization cubemap texcoords
R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(firstvertex, numvertices, numtriangles, element3i);
if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
{
// 3/2 3D combine path (Geforce3, Radeon 8500)
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(normalmaptexture);
m.texcombinergb[0] = GL_REPLACE;
m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
m.texmatrix[0] = rsurface.texture->currenttexmatrix;
m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
m.pointer_texcoord_bufferobject[1] = 0;
m.pointer_texcoord_bufferoffset[1] = 0;
m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
m.pointer_texcoord3f[2] = rsurface.vertex3f;
m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
m.texmatrix[2] = rsurface.entitytoattenuationxyz;
R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
// second pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(basetexture);
m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
m.texmatrix[0] = rsurface.texture->currenttexmatrix;
if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
{
m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
m.pointer_texcoord3f[1] = rsurface.vertex3f;
m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
m.texmatrix[1] = rsurface.entitytolight;
}
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
}
else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap != r_texture_whitecube)
{
// 1/2/2 3D combine path (original Radeon)
memset(&m, 0, sizeof(m));
m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
m.pointer_texcoord3f[0] = rsurface.vertex3f;
m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
m.texmatrix[0] = rsurface.entitytoattenuationxyz;
R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
// second pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(normalmaptexture);
m.texcombinergb[0] = GL_REPLACE;
m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
m.texmatrix[0] = rsurface.texture->currenttexmatrix;
m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
m.pointer_texcoord_bufferobject[1] = 0;
m.pointer_texcoord_bufferoffset[1] = 0;
R_Mesh_TextureState(&m);
GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
// second pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(basetexture);
m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
m.texmatrix[0] = rsurface.texture->currenttexmatrix;
if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
{
m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
m.pointer_texcoord3f[1] = rsurface.vertex3f;
m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
m.texmatrix[1] = rsurface.entitytolight;
}
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
}
else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap == r_texture_whitecube)
{
// 2/2 3D combine path (original Radeon)
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(normalmaptexture);
m.texcombinergb[0] = GL_REPLACE;
m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
m.texmatrix[0] = rsurface.texture->currenttexmatrix;
m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
m.pointer_texcoord_bufferobject[1] = 0;
m.pointer_texcoord_bufferoffset[1] = 0;
R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
// second pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(basetexture);
m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
m.texmatrix[0] = rsurface.texture->currenttexmatrix;
m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
m.pointer_texcoord3f[1] = rsurface.vertex3f;
m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
m.texmatrix[1] = rsurface.entitytoattenuationxyz;
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
}
else if (r_textureunits.integer >= 4)
{
// 4/2 2D combine path (Geforce3, Radeon 8500)
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(normalmaptexture);
m.texcombinergb[0] = GL_REPLACE;
m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
m.texmatrix[0] = rsurface.texture->currenttexmatrix;
m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
m.pointer_texcoord_bufferobject[1] = 0;
m.pointer_texcoord_bufferoffset[1] = 0;
m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
m.pointer_texcoord3f[2] = rsurface.vertex3f;
m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
m.texmatrix[2] = rsurface.entitytoattenuationxyz;
m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
m.pointer_texcoord3f[3] = rsurface.vertex3f;
m.pointer_texcoord_bufferobject[3] = rsurface.vertex3f_bufferobject;
m.pointer_texcoord_bufferoffset[3] = rsurface.vertex3f_bufferoffset;
m.texmatrix[3] = rsurface.entitytoattenuationz;
R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
// second pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(basetexture);
m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
m.texmatrix[0] = rsurface.texture->currenttexmatrix;
if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
{
m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
m.pointer_texcoord3f[1] = rsurface.vertex3f;
m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
m.texmatrix[1] = rsurface.entitytolight;
}
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
}
else
{
// 2/2/2 2D combine path (any dot3 card)
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
m.pointer_texcoord3f[0] = rsurface.vertex3f;
m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
m.texmatrix[0] = rsurface.entitytoattenuationxyz;
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
m.pointer_texcoord3f[1] = rsurface.vertex3f;
m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
m.texmatrix[1] = rsurface.entitytoattenuationz;
R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
// second pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(normalmaptexture);
m.texcombinergb[0] = GL_REPLACE;
m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
m.texmatrix[0] = rsurface.texture->currenttexmatrix;
m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
m.pointer_texcoord_bufferobject[1] = 0;
m.pointer_texcoord_bufferoffset[1] = 0;
R_Mesh_TextureState(&m);
GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
// second pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(basetexture);
m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
m.texmatrix[0] = rsurface.texture->currenttexmatrix;
if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
{
m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
m.pointer_texcoord3f[1] = rsurface.vertex3f;
m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
m.texmatrix[1] = rsurface.entitytolight;
}
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
}
// this final code is shared
R_Mesh_TextureState(&m);
R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
}
static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale)
{
float glossexponent;
rmeshstate_t m;
// FIXME: detect blendsquare!
//if (!gl_support_blendsquare)
// return;
GL_Color(1,1,1,1);
// generate normalization cubemap texcoords
R_Shadow_GenTexCoords_Specular_NormalCubeMap(firstvertex, numvertices, numtriangles, element3i);
if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap != r_texture_whitecube)
{
// 2/0/0/1/2 3D combine blendsquare path
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(normalmaptexture);
m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
m.texmatrix[0] = rsurface.texture->currenttexmatrix;
m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
m.pointer_texcoord_bufferobject[1] = 0;
m.pointer_texcoord_bufferoffset[1] = 0;
R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
// this squares the result
GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
// second and third pass
R_Mesh_ResetTextureState();
// square alpha in framebuffer a few times to make it shiny
GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
// fourth pass
memset(&m, 0, sizeof(m));
m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
m.pointer_texcoord3f[0] = rsurface.vertex3f;
m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
m.texmatrix[0] = rsurface.entitytoattenuationxyz;
R_Mesh_TextureState(&m);
GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
// fifth pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(glosstexture);
m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
m.texmatrix[0] = rsurface.texture->currenttexmatrix;
if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
{
m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
m.pointer_texcoord3f[1] = rsurface.vertex3f;
m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
m.texmatrix[1] = rsurface.entitytolight;
}
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
}
else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
{
// 2/0/0/2 3D combine blendsquare path
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(normalmaptexture);
m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
m.texmatrix[0] = rsurface.texture->currenttexmatrix;
m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
m.pointer_texcoord_bufferobject[1] = 0;
m.pointer_texcoord_bufferoffset[1] = 0;
R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
// this squares the result
GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
// second and third pass
R_Mesh_ResetTextureState();
// square alpha in framebuffer a few times to make it shiny
GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
// fourth pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(glosstexture);
m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
m.texmatrix[0] = rsurface.texture->currenttexmatrix;
m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
m.pointer_texcoord3f[1] = rsurface.vertex3f;
m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
m.texmatrix[1] = rsurface.entitytoattenuationxyz;
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
}
else
{
// 2/0/0/2/2 2D combine blendsquare path
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(normalmaptexture);
m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
m.texmatrix[0] = rsurface.texture->currenttexmatrix;
m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
m.pointer_texcoord_bufferobject[1] = 0;
m.pointer_texcoord_bufferoffset[1] = 0;
R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
// this squares the result
GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
// second and third pass
R_Mesh_ResetTextureState();
// square alpha in framebuffer a few times to make it shiny
GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
// fourth pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
m.pointer_texcoord3f[0] = rsurface.vertex3f;
m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
m.texmatrix[0] = rsurface.entitytoattenuationxyz;
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
m.pointer_texcoord3f[1] = rsurface.vertex3f;
m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
m.texmatrix[1] = rsurface.entitytoattenuationz;
R_Mesh_TextureState(&m);
GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
// fifth pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(glosstexture);
m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
m.texmatrix[0] = rsurface.texture->currenttexmatrix;
if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
{
m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
m.pointer_texcoord3f[1] = rsurface.vertex3f;
m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
m.texmatrix[1] = rsurface.entitytolight;
}
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
}
// this final code is shared
R_Mesh_TextureState(&m);
R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
}
static void R_Shadow_RenderLighting_Light_Dot3(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
{
// ARB path (any Geforce, any Radeon)
qboolean doambient = ambientscale > 0;
qboolean dodiffuse = diffusescale > 0;
qboolean dospecular = specularscale > 0;
if (!doambient && !dodiffuse && !dospecular)
return;
R_Mesh_ColorPointer(NULL, 0, 0);
if (doambient)
R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, basetexture, ambientscale * r_refdef.view.colorscale);
if (dodiffuse)
R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, basetexture, normalmaptexture, diffusescale * r_refdef.view.colorscale);
if (dopants)
{
if (doambient)
R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorpants, pantstexture, ambientscale * r_refdef.view.colorscale);
if (dodiffuse)
R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorpants, pantstexture, normalmaptexture, diffusescale * r_refdef.view.colorscale);
}
if (doshirt)
{
if (doambient)
R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorshirt, shirttexture, ambientscale * r_refdef.view.colorscale);
if (dodiffuse)
R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorshirt, shirttexture, normalmaptexture, diffusescale * r_refdef.view.colorscale);
}
if (dospecular)
R_Shadow_RenderLighting_Light_Dot3_SpecularPass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, glosstexture, normalmaptexture, specularscale * r_refdef.view.colorscale);
}
static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
{
int renders;
int i;
int stop;
int newfirstvertex;
int newlastvertex;
int newnumtriangles;
int *newe;
const int *e;
float *c;
int maxtriangles = 4096;
int newelements[4096*3];
R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, numtriangles, element3i, diffusecolor2, ambientcolor2);
for (renders = 0;renders < 64;renders++)
{
stop = true;
newfirstvertex = 0;
newlastvertex = 0;
newnumtriangles = 0;
newe = newelements;
// due to low fillrate on the cards this vertex lighting path is
// designed for, we manually cull all triangles that do not
// contain a lit vertex
// this builds batches of triangles from multiple surfaces and
// renders them at once
for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
{
if (VectorLength2(rsurface.array_color4f + e[0] * 4) + VectorLength2(rsurface.array_color4f + e[1] * 4) + VectorLength2(rsurface.array_color4f + e[2] * 4) >= 0.01)
{
if (newnumtriangles)
{
newfirstvertex = min(newfirstvertex, e[0]);
newlastvertex = max(newlastvertex, e[0]);
}
else
{
newfirstvertex = e[0];
newlastvertex = e[0];
}
newfirstvertex = min(newfirstvertex, e[1]);
newlastvertex = max(newlastvertex, e[1]);
newfirstvertex = min(newfirstvertex, e[2]);
newlastvertex = max(newlastvertex, e[2]);
newe[0] = e[0];
newe[1] = e[1];
newe[2] = e[2];
newnumtriangles++;
newe += 3;
if (newnumtriangles >= maxtriangles)
{
R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
newnumtriangles = 0;
newe = newelements;
stop = false;
}
}
}
if (newnumtriangles >= 1)
{
R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
stop = false;
}
// if we couldn't find any lit triangles, exit early
if (stop)
break;
// now reduce the intensity for the next overbright pass
// we have to clamp to 0 here incase the drivers have improper
// handling of negative colors
// (some old drivers even have improper handling of >1 color)
stop = true;
for (i = 0, c = rsurface.array_color4f + 4 * firstvertex;i < numvertices;i++, c += 4)
{
if (c[0] > 1 || c[1] > 1 || c[2] > 1)
{
c[0] = max(0, c[0] - 1);
c[1] = max(0, c[1] - 1);
c[2] = max(0, c[2] - 1);
stop = false;
}
else
VectorClear(c);
}
// another check...
if (stop)
break;
}
}
static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
{
// OpenGL 1.1 path (anything)
float ambientcolorbase[3], diffusecolorbase[3];
float ambientcolorpants[3], diffusecolorpants[3];
float ambientcolorshirt[3], diffusecolorshirt[3];
rmeshstate_t m;
VectorScale(lightcolorbase, ambientscale * 2 * r_refdef.view.colorscale, ambientcolorbase);
VectorScale(lightcolorbase, diffusescale * 2 * r_refdef.view.colorscale, diffusecolorbase);
VectorScale(lightcolorpants, ambientscale * 2 * r_refdef.view.colorscale, ambientcolorpants);
VectorScale(lightcolorpants, diffusescale * 2 * r_refdef.view.colorscale, diffusecolorpants);
VectorScale(lightcolorshirt, ambientscale * 2 * r_refdef.view.colorscale, ambientcolorshirt);
VectorScale(lightcolorshirt, diffusescale * 2 * r_refdef.view.colorscale, diffusecolorshirt);
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(basetexture);
m.texmatrix[0] = rsurface.texture->currenttexmatrix;
m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
if (r_textureunits.integer >= 2)
{
// voodoo2 or TNT
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
m.texmatrix[1] = rsurface.entitytoattenuationxyz;
m.pointer_texcoord3f[1] = rsurface.vertex3f;
m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
if (r_textureunits.integer >= 3)
{
// Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
m.texmatrix[2] = rsurface.entitytoattenuationz;
m.pointer_texcoord3f[2] = rsurface.vertex3f;
m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
}
}
R_Mesh_TextureState(&m);
//R_Mesh_TexBind(0, R_GetTexture(basetexture));
R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorbase, ambientcolorbase);
if (dopants)
{
R_Mesh_TexBind(0, R_GetTexture(pantstexture));
R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorpants, ambientcolorpants);
}
if (doshirt)
{
R_Mesh_TexBind(0, R_GetTexture(shirttexture));
R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorshirt, ambientcolorshirt);
}
}
extern cvar_t gl_lightmaps;
void R_Shadow_RenderLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject)
{
float ambientscale, diffusescale, specularscale;
vec3_t lightcolorbase, lightcolorpants, lightcolorshirt;
rtexture_t *nmap;
// calculate colors to render this texture with
lightcolorbase[0] = rsurface.rtlight->currentcolor[0] * rsurface.texture->dlightcolor[0];
lightcolorbase[1] = rsurface.rtlight->currentcolor[1] * rsurface.texture->dlightcolor[1];
lightcolorbase[2] = rsurface.rtlight->currentcolor[2] * rsurface.texture->dlightcolor[2];
ambientscale = rsurface.rtlight->ambientscale;
diffusescale = rsurface.rtlight->diffusescale;
specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
if (!r_shadow_usenormalmap.integer)
{
ambientscale += 1.0f * diffusescale;
diffusescale = 0;
specularscale = 0;
}
if ((ambientscale + diffusescale) * VectorLength2(lightcolorbase) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
return;
RSurf_SetupDepthAndCulling();
nmap = rsurface.texture->currentskinframe->nmap;
if (gl_lightmaps.integer)
nmap = r_texture_blanknormalmap;
if (rsurface.texture->colormapping && !gl_lightmaps.integer)
{
qboolean dopants = rsurface.texture->currentskinframe->pants != NULL && VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f);
qboolean doshirt = rsurface.texture->currentskinframe->shirt != NULL && VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
if (dopants)
{
lightcolorpants[0] = lightcolorbase[0] * rsurface.colormap_pantscolor[0];
lightcolorpants[1] = lightcolorbase[1] * rsurface.colormap_pantscolor[1];
lightcolorpants[2] = lightcolorbase[2] * rsurface.colormap_pantscolor[2];
}
else
VectorClear(lightcolorpants);
if (doshirt)
{
lightcolorshirt[0] = lightcolorbase[0] * rsurface.colormap_shirtcolor[0];
lightcolorshirt[1] = lightcolorbase[1] * rsurface.colormap_shirtcolor[1];
lightcolorshirt[2] = lightcolorbase[2] * rsurface.colormap_shirtcolor[2];
}
else
VectorClear(lightcolorshirt);
switch (r_shadow_rendermode)
{
case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
break;
case R_SHADOW_RENDERMODE_LIGHT_GLSL:
R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
break;
case R_SHADOW_RENDERMODE_LIGHT_DOT3:
R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
break;
case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i + firsttriangle * 3, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
break;
default:
Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
break;
}
}
else
{
switch (r_shadow_rendermode)
{
case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
break;
case R_SHADOW_RENDERMODE_LIGHT_GLSL:
R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
break;
case R_SHADOW_RENDERMODE_LIGHT_DOT3:
R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
break;
case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i + firsttriangle * 3, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
break;
default:
Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
break;
}
}
}
void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, int shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
{
matrix4x4_t tempmatrix = *matrix;
Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
// if this light has been compiled before, free the associated data
R_RTLight_Uncompile(rtlight);
// clear it completely to avoid any lingering data
memset(rtlight, 0, sizeof(*rtlight));
// copy the properties
rtlight->matrix_lighttoworld = tempmatrix;
Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
VectorCopy(color, rtlight->color);
rtlight->cubemapname[0] = 0;
if (cubemapname && cubemapname[0])
strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
rtlight->shadow = shadow;
rtlight->corona = corona;
rtlight->style = style;
rtlight->isstatic = isstatic;
rtlight->coronasizescale = coronasizescale;
rtlight->ambientscale = ambientscale;
rtlight->diffusescale = diffusescale;
rtlight->specularscale = specularscale;
rtlight->flags = flags;
// compute derived data
//rtlight->cullradius = rtlight->radius;
//rtlight->cullradius2 = rtlight->radius * rtlight->radius;
rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
}
// compiles rtlight geometry
// (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
void R_RTLight_Compile(rtlight_t *rtlight)
{
int i;
int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
entity_render_t *ent = r_refdef.scene.worldentity;
dp_model_t *model = r_refdef.scene.worldmodel;
unsigned char *data;
shadowmesh_t *mesh;
// compile the light
rtlight->compiled = true;
rtlight->static_numleafs = 0;
rtlight->static_numleafpvsbytes = 0;
rtlight->static_leaflist = NULL;
rtlight->static_leafpvs = NULL;
rtlight->static_numsurfaces = 0;
rtlight->static_surfacelist = NULL;
rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
if (model && model->GetLightInfo)
{
// this variable must be set for the CompileShadowVolume code
r_shadow_compilingrtlight = rtlight;
R_Shadow_EnlargeLeafSurfaceTrisBuffer(model->brush.num_leafs, model->num_surfaces, model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles, model->surfmesh.num_triangles);
model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs);
numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
rtlight->static_numsurfaces = numsurfaces;
rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
rtlight->static_numleafs = numleafs;
rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
rtlight->static_numleafpvsbytes = numleafpvsbytes;
rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
if (rtlight->static_numsurfaces)
memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
if (rtlight->static_numleafs)
memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
if (rtlight->static_numleafpvsbytes)
memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
if (rtlight->static_numshadowtrispvsbytes)
memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
if (rtlight->static_numlighttrispvsbytes)
memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
if (model->CompileShadowVolume && rtlight->shadow)
model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
// now we're done compiling the rtlight
r_shadow_compilingrtlight = NULL;
}
// use smallest available cullradius - box radius or light radius
//rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
//rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
shadowzpasstris = 0;
if (rtlight->static_meshchain_shadow_zpass)
for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
shadowzpasstris += mesh->numtriangles;
shadowzfailtris = 0;
if (rtlight->static_meshchain_shadow_zfail)
for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
shadowzfailtris += mesh->numtriangles;
lighttris = 0;
if (rtlight->static_numlighttrispvsbytes)
for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
lighttris++;
shadowtris = 0;
if (rtlight->static_numlighttrispvsbytes)
for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
shadowtris++;
if (developer.integer >= 10)
Con_Printf("static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles, %i zpass/%i zfail compiled shadow volume triangles\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], lighttris, shadowtris, shadowzpasstris, shadowzfailtris);
}
void R_RTLight_Uncompile(rtlight_t *rtlight)
{
if (rtlight->compiled)
{
if (rtlight->static_meshchain_shadow_zpass)
Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
rtlight->static_meshchain_shadow_zpass = NULL;
if (rtlight->static_meshchain_shadow_zfail)
Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
rtlight->static_meshchain_shadow_zfail = NULL;
// these allocations are grouped
if (rtlight->static_surfacelist)
Mem_Free(rtlight->static_surfacelist);
rtlight->static_numleafs = 0;
rtlight->static_numleafpvsbytes = 0;
rtlight->static_leaflist = NULL;
rtlight->static_leafpvs = NULL;
rtlight->static_numsurfaces = 0;
rtlight->static_surfacelist = NULL;
rtlight->static_numshadowtrispvsbytes = 0;
rtlight->static_shadowtrispvs = NULL;
rtlight->static_numlighttrispvsbytes = 0;
rtlight->static_lighttrispvs = NULL;
rtlight->compiled = false;
}
}
void R_Shadow_UncompileWorldLights(void)
{
size_t lightindex;
dlight_t *light;
size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
for (lightindex = 0;lightindex < range;lightindex++)
{
light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
if (!light)
continue;
R_RTLight_Uncompile(&light->rtlight);
}
}
void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
{
int i, j;
mplane_t plane;
// reset the count of frustum planes
// see rsurface.rtlight_frustumplanes definition for how much this array
// can hold
rsurface.rtlight_numfrustumplanes = 0;
// haven't implemented a culling path for ortho rendering
if (!r_refdef.view.useperspective)
{
// check if the light is on screen and copy the 4 planes if it is
for (i = 0;i < 4;i++)
if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
break;
if (i == 4)
for (i = 0;i < 4;i++)
rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = r_refdef.view.frustum[i];
return;
}
#if 1
// generate a deformed frustum that includes the light origin, this is
// used to cull shadow casting surfaces that can not possibly cast a
// shadow onto the visible light-receiving surfaces, which can be a
// performance gain
//
// if the light origin is onscreen the result will be 4 planes exactly
// if the light origin is offscreen on only one axis the result will
// be exactly 5 planes (split-side case)
// if the light origin is offscreen on two axes the result will be
// exactly 4 planes (stretched corner case)
for (i = 0;i < 4;i++)
{
// quickly reject standard frustum planes that put the light
// origin outside the frustum
if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
continue;
// copy the plane
rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = r_refdef.view.frustum[i];
}
// if all the standard frustum planes were accepted, the light is onscreen
// otherwise we need to generate some more planes below...
if (rsurface.rtlight_numfrustumplanes < 4)
{
// at least one of the stock frustum planes failed, so we need to
// create one or two custom planes to enclose the light origin
for (i = 0;i < 4;i++)
{
// create a plane using the view origin and light origin, and a
// single point from the frustum corner set
TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
VectorNormalize(plane.normal);
plane.dist = DotProduct(r_refdef.view.origin, plane.normal);
// see if this plane is backwards and flip it if so
for (j = 0;j < 4;j++)
if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
break;
if (j < 4)
{
VectorNegate(plane.normal, plane.normal);
plane.dist *= -1;
// flipped plane, test again to see if it is now valid
for (j = 0;j < 4;j++)
if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
break;
// if the plane is still not valid, then it is dividing the
// frustum and has to be rejected
if (j < 4)
continue;
}
// we have created a valid plane, compute extra info
PlaneClassify(&plane);
// copy the plane
rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = plane;
#if 1
// if we've found 5 frustum planes then we have constructed a
// proper split-side case and do not need to keep searching for
// planes to enclose the light origin
if (rsurface.rtlight_numfrustumplanes == 5)
break;
#endif
}
}
#endif
#if 0
for (i = 0;i < rsurface.rtlight_numfrustumplanes;i++)
{
plane = rsurface.rtlight_frustumplanes[i];
Con_Printf("light %p plane #%i %f %f %f : %f (%f %f %f %f %f)\n", rtlight, i, plane.normal[0], plane.normal[1], plane.normal[2], plane.dist, PlaneDiff(r_refdef.view.frustumcorner[0], &plane), PlaneDiff(r_refdef.view.frustumcorner[1], &plane), PlaneDiff(r_refdef.view.frustumcorner[2], &plane), PlaneDiff(r_refdef.view.frustumcorner[3], &plane), PlaneDiff(rtlight->shadoworigin, &plane));
}
#endif
#if 0
// now add the light-space box planes if the light box is rotated, as any
// caster outside the oriented light box is irrelevant (even if it passed
// the worldspace light box, which is axial)
if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
{
for (i = 0;i < 6;i++)
{
vec3_t v;
VectorClear(v);
v[i >> 1] = (i & 1) ? -1 : 1;
Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
plane.dist = VectorNormalizeLength(plane.normal);
plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = plane;
}
}
#endif
#if 0
// add the world-space reduced box planes
for (i = 0;i < 6;i++)
{
VectorClear(plane.normal);
plane.normal[i >> 1] = (i & 1) ? -1 : 1;
plane.dist = (i & 1) ? -rsurface.rtlight_cullmaxs[i >> 1] : rsurface.rtlight_cullmins[i >> 1];
rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = plane;
}
#endif
#if 0
{
int j, oldnum;
vec3_t points[8];
vec_t bestdist;
// reduce all plane distances to tightly fit the rtlight cull box, which
// is in worldspace
VectorSet(points[0], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmins[2]);
VectorSet(points[1], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmins[2]);
VectorSet(points[2], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmins[2]);
VectorSet(points[3], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmins[2]);
VectorSet(points[4], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmaxs[2]);
VectorSet(points[5], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmaxs[2]);
VectorSet(points[6], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmaxs[2]);
VectorSet(points[7], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmaxs[2]);
oldnum = rsurface.rtlight_numfrustumplanes;
rsurface.rtlight_numfrustumplanes = 0;
for (j = 0;j < oldnum;j++)
{
// find the nearest point on the box to this plane
bestdist = DotProduct(rsurface.rtlight_frustumplanes[j].normal, points[0]);
for (i = 1;i < 8;i++)
{
dist = DotProduct(rsurface.rtlight_frustumplanes[j].normal, points[i]);
if (bestdist > dist)
bestdist = dist;
}
Con_Printf("light %p %splane #%i %f %f %f : %f < %f\n", rtlight, rsurface.rtlight_frustumplanes[j].dist < bestdist + 0.03125 ? "^2" : "^1", j, rsurface.rtlight_frustumplanes[j].normal[0], rsurface.rtlight_frustumplanes[j].normal[1], rsurface.rtlight_frustumplanes[j].normal[2], rsurface.rtlight_frustumplanes[j].dist, bestdist);
// if the nearest point is near or behind the plane, we want this
// plane, otherwise the plane is useless as it won't cull anything
if (rsurface.rtlight_frustumplanes[j].dist < bestdist + 0.03125)
{
PlaneClassify(&rsurface.rtlight_frustumplanes[j]);
rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = rsurface.rtlight_frustumplanes[j];
}
}
}
#endif
}
void R_Shadow_DrawWorldShadow(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
{
qboolean zpass;
shadowmesh_t *mesh;
int t, tend;
int surfacelistindex;
msurface_t *surface;
RSurf_ActiveWorldEntity();
if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D)
{
if (r_refdef.scene.worldentity->model)
r_refdef.scene.worldmodel->DrawShadowMap(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs);
rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
return;
}
if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
{
CHECKGLERROR
zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
R_Shadow_RenderMode_StencilShadowVolumes(zpass);
mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
for (;mesh;mesh = mesh->next)
{
r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
GL_LockArrays(0, mesh->numverts);
if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
{
// increment stencil if frontface is infront of depthbuffer
GL_CullFace(r_refdef.view.cullface_back);
qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
// decrement stencil if backface is infront of depthbuffer
GL_CullFace(r_refdef.view.cullface_front);
qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
}
else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
{
// decrement stencil if backface is behind depthbuffer
GL_CullFace(r_refdef.view.cullface_front);
qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
// increment stencil if frontface is behind depthbuffer
GL_CullFace(r_refdef.view.cullface_back);
qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
}
R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
GL_LockArrays(0, 0);
}
CHECKGLERROR
}
else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh && r_shadow_culltriangles.integer)
{
R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{
surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
if (CHECKPVSBIT(trispvs, t))
shadowmarklist[numshadowmark++] = t;
}
R_Shadow_VolumeFromList(r_refdef.scene.worldmodel->brush.shadowmesh->numverts, r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles, r_refdef.scene.worldmodel->brush.shadowmesh->vertex3f, r_refdef.scene.worldmodel->brush.shadowmesh->element3i, r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius + r_refdef.scene.worldmodel->radius*2 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist, r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
}
else if (numsurfaces)
r_refdef.scene.worldmodel->DrawShadowVolume(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs);
rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
}
void R_Shadow_DrawEntityShadow(entity_render_t *ent)
{
vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
vec_t relativeshadowradius;
RSurf_ActiveModelEntity(ent, false, false);
Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
relativeshadowradius = rsurface.rtlight->radius / ent->scale;
relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D)
ent->model->DrawShadowMap(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
else
ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
}
void R_Shadow_SetupEntityLight(const entity_render_t *ent)
{
// set up properties for rendering light onto this entity
RSurf_ActiveModelEntity(ent, true, true);
GL_AlphaTest(false);
Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
if (r_shadow_lightingrendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
R_Mesh_TexMatrix(3, &rsurface.entitytolight);
}
void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
{
if (!r_refdef.scene.worldmodel->DrawLight)
return;
// set up properties for rendering light onto this entity
RSurf_ActiveWorldEntity();
GL_AlphaTest(false);
rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
if (r_shadow_lightingrendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
R_Mesh_TexMatrix(3, &rsurface.entitytolight);
r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, trispvs);
rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
}
void R_Shadow_DrawEntityLight(entity_render_t *ent)
{
dp_model_t *model = ent->model;
if (!model->DrawLight)
return;
R_Shadow_SetupEntityLight(ent);
model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
}
/*
{{ 0, 0, 0}, "px", true, true, true},
{{ 0, 90, 0}, "py", false, true, false},
{{ 0, 180, 0}, "nx", false, false, true},
{{ 0, 270, 0}, "ny", true, false, false},
{{-90, 180, 0}, "pz", false, false, true},
{{ 90, 180, 0}, "nz", false, false, true}
*/
static const double shadowviewmat16[6][4][4] =
{
{
{-1, 0, 0, 0},
{ 0, -1, 0, 0},
{ 0, 0, 1, 0},
{ 0, 0, 0, 1},
},
{
{ 0, -1, 0, 0},
{-1, 0, 0, 0},
{ 0, 0, 1, 0},
{ 0, 0, 0, 1},
},
{
{-1, 0, 0, 0},
{ 0, -1, 0, 0},
{ 0, 0, 1, 0},
{ 0, 0, 0, 1},
},
{
{ 0, -1, 0, 0},
{-1, 0, 0, 0},
{ 0, 0, 1, 0},
{ 0, 0, 0, 1},
},
{
{ 0, 0, 1, 0},
{ 0, -1, 0, 0},
{ 1, 0, 0, 0},
{ 0, 0, 0, 1},
},
{
{ 0, 0, -1, 0},
{ 0, -1, 0, 0},
{-1, 0, 0, 0},
{ 0, 0, 0, 1},
},
};
void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
{
int i;
float f;
int numleafs, numsurfaces;
int *leaflist, *surfacelist;
unsigned char *leafpvs, *shadowtrispvs, *lighttrispvs;
int numlightentities;
int numlightentities_noselfshadow;
int numshadowentities;
int numshadowentities_noselfshadow;
static entity_render_t *lightentities[MAX_EDICTS];
static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
static entity_render_t *shadowentities[MAX_EDICTS];
static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
vec3_t nearestpoint;
vec_t distance;
qboolean castshadows;
int lodlinear;
// skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
// skip lights that are basically invisible (color 0 0 0)
if (VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f))
return;
// loading is done before visibility checks because loading should happen
// all at once at the start of a level, not when it stalls gameplay.
// (especially important to benchmarks)
// compile light
if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
R_RTLight_Compile(rtlight);
// load cubemap
rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
// look up the light style value at this time
f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
VectorScale(rtlight->color, f, rtlight->currentcolor);
/*
if (rtlight->selected)
{
f = 2 + sin(realtime * M_PI * 4.0);
VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
}
*/
// if lightstyle is currently off, don't draw the light
if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
return;
// if the light box is offscreen, skip it
if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
return;
VectorCopy(rtlight->cullmins, rsurface.rtlight_cullmins);
VectorCopy(rtlight->cullmaxs, rsurface.rtlight_cullmaxs);
if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
{
// compiled light, world available and can receive realtime lighting
// retrieve leaf information
numleafs = rtlight->static_numleafs;
leaflist = rtlight->static_leaflist;
leafpvs = rtlight->static_leafpvs;
numsurfaces = rtlight->static_numsurfaces;
surfacelist = rtlight->static_surfacelist;
shadowtrispvs = rtlight->static_shadowtrispvs;
lighttrispvs = rtlight->static_lighttrispvs;
}
else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
{
// dynamic light, world available and can receive realtime lighting
// calculate lit surfaces and leafs
R_Shadow_EnlargeLeafSurfaceTrisBuffer(r_refdef.scene.worldmodel->brush.num_leafs, r_refdef.scene.worldmodel->num_surfaces, r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles, r_refdef.scene.worldmodel->surfmesh.num_triangles);
r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs);
leaflist = r_shadow_buffer_leaflist;
leafpvs = r_shadow_buffer_leafpvs;
surfacelist = r_shadow_buffer_surfacelist;
shadowtrispvs = r_shadow_buffer_shadowtrispvs;
lighttrispvs = r_shadow_buffer_lighttrispvs;
// if the reduced leaf bounds are offscreen, skip it
if (R_CullBox(rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs))
return;
}
else
{
// no world
numleafs = 0;
leaflist = NULL;
leafpvs = NULL;
numsurfaces = 0;
surfacelist = NULL;
shadowtrispvs = NULL;
lighttrispvs = NULL;
}
// check if light is illuminating any visible leafs
if (numleafs)
{
for (i = 0;i < numleafs;i++)
if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
break;
if (i == numleafs)
return;
}
// set up a scissor rectangle for this light
if (R_Shadow_ScissorForBBox(rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs))
return;
R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
// make a list of lit entities and shadow casting entities
numlightentities = 0;
numlightentities_noselfshadow = 0;
numshadowentities = 0;
numshadowentities_noselfshadow = 0;
// add dynamic entities that are lit by the light
if (r_drawentities.integer)
{
for (i = 0;i < r_refdef.scene.numentities;i++)
{
dp_model_t *model;
entity_render_t *ent = r_refdef.scene.entities[i];
vec3_t org;
if (!BoxesOverlap(ent->mins, ent->maxs, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs))
continue;
// skip the object entirely if it is not within the valid
// shadow-casting region (which includes the lit region)
if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rsurface.rtlight_numfrustumplanes, rsurface.rtlight_frustumplanes))
continue;
if (!(model = ent->model))
continue;
if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
{
// this entity wants to receive light, is visible, and is
// inside the light box
// TODO: check if the surfaces in the model can receive light
// so now check if it's in a leaf seen by the light
if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
continue;
if (ent->flags & RENDER_NOSELFSHADOW)
lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
else
lightentities[numlightentities++] = ent;
// since it is lit, it probably also casts a shadow...
// about the VectorDistance2 - light emitting entities should not cast their own shadow
Matrix4x4_OriginFromMatrix(&ent->matrix, org);
if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
{
// note: exterior models without the RENDER_NOSELFSHADOW
// flag still create a RENDER_NOSELFSHADOW shadow but
// are lit normally, this means that they are
// self-shadowing but do not shadow other
// RENDER_NOSELFSHADOW entities such as the gun
// (very weird, but keeps the player shadow off the gun)
if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
else
shadowentities[numshadowentities++] = ent;
}
}
else if (ent->flags & RENDER_SHADOW)
{
// this entity is not receiving light, but may still need to
// cast a shadow...
// TODO: check if the surfaces in the model can cast shadow
// now check if it is in a leaf seen by the light
if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
continue;
// about the VectorDistance2 - light emitting entities should not cast their own shadow
Matrix4x4_OriginFromMatrix(&ent->matrix, org);
if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
{
if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
else
shadowentities[numshadowentities++] = ent;
}
}
}
}
// return if there's nothing at all to light
if (!numlightentities && !numsurfaces)
return;
// don't let sound skip if going slow
if (r_refdef.scene.extraupdate)
S_ExtraUpdate ();
// make this the active rtlight for rendering purposes
R_Shadow_RenderMode_ActiveLight(rtlight);
// count this light in the r_speeds
r_refdef.stats.lights++;
if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
{
// optionally draw visible shape of the shadow volumes
// for performance analysis by level designers
R_Shadow_RenderMode_VisibleShadowVolumes();
if (numsurfaces)
R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs);
for (i = 0;i < numshadowentities;i++)
R_Shadow_DrawEntityShadow(shadowentities[i]);
for (i = 0;i < numshadowentities_noselfshadow;i++)
R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
}
if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
{
// optionally draw the illuminated areas
// for performance analysis by level designers
R_Shadow_RenderMode_VisibleLighting(false, false);
if (numsurfaces)
R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
for (i = 0;i < numlightentities;i++)
R_Shadow_DrawEntityLight(lightentities[i]);
for (i = 0;i < numlightentities_noselfshadow;i++)
R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
}
castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]);
nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
distance = VectorDistance(nearestpoint, r_refdef.view.origin);
lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapping_maxsize.integer);
if (castshadows && r_shadow_shadowmode >= 1 && r_shadow_shadowmode <= 3 && r_glsl.integer && gl_support_fragment_shader)
{
int side;
int size;
r_shadow_shadowmaplod = 0;
for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
if ((r_shadow_shadowmapping_maxsize.integer >> i) > lodlinear)
r_shadow_shadowmaplod = i;
size = r_shadow_shadowmode == 3 ? r_shadow_shadowmapping_maxsize.integer >> r_shadow_shadowmaplod : lodlinear;
size = bound(1, size, 2048);
//Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
// render shadow casters into 6 sided depth texture
for (side = 0;side < 6;side++)
{
R_Shadow_RenderMode_ShadowMap(side, true, size);
if (numsurfaces)
R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs);
for (i = 0;i < numshadowentities;i++)
R_Shadow_DrawEntityShadow(shadowentities[i]);
}
if (numlightentities_noselfshadow)
{
// render lighting using the depth texture as shadowmap
// draw lighting in the unmasked areas
R_Shadow_RenderMode_Lighting(false, false, true);
for (i = 0;i < numlightentities_noselfshadow;i++)
R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
}
// render shadow casters into 6 sided depth texture
for (side = 0;side < 6;side++)
{
R_Shadow_RenderMode_ShadowMap(side, false, size);
for (i = 0;i < numshadowentities_noselfshadow;i++)
R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
}
// render lighting using the depth texture as shadowmap
// draw lighting in the unmasked areas
R_Shadow_RenderMode_Lighting(false, false, true);
// draw lighting in the unmasked areas
if (numsurfaces)
R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
for (i = 0;i < numlightentities;i++)
R_Shadow_DrawEntityLight(lightentities[i]);
}
else if (castshadows && gl_stencil)
{
// draw stencil shadow volumes to mask off pixels that are in shadow
// so that they won't receive lighting
GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
R_Shadow_ClearStencil();
if (numsurfaces)
R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs);
for (i = 0;i < numshadowentities;i++)
R_Shadow_DrawEntityShadow(shadowentities[i]);
if (numlightentities_noselfshadow)
{
// draw lighting in the unmasked areas
R_Shadow_RenderMode_Lighting(true, false, false);
for (i = 0;i < numlightentities_noselfshadow;i++)
R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
// optionally draw the illuminated areas
// for performance analysis by level designers
if (r_showlighting.integer && r_refdef.view.showdebug)
{
R_Shadow_RenderMode_VisibleLighting(!r_showdisabledepthtest.integer, false);
for (i = 0;i < numlightentities_noselfshadow;i++)
R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
}
}
for (i = 0;i < numshadowentities_noselfshadow;i++)
R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
if (numsurfaces + numlightentities)
{
// draw lighting in the unmasked areas
R_Shadow_RenderMode_Lighting(true, false, false);
if (numsurfaces)
R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
for (i = 0;i < numlightentities;i++)
R_Shadow_DrawEntityLight(lightentities[i]);
}
}
else
{
if (numsurfaces + numlightentities)
{
// draw lighting in the unmasked areas
R_Shadow_RenderMode_Lighting(false, false, false);
if (numsurfaces)
R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
for (i = 0;i < numlightentities;i++)
R_Shadow_DrawEntityLight(lightentities[i]);
for (i = 0;i < numlightentities_noselfshadow;i++)
R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
}
}
}
void R_Shadow_DrawLightSprites(void);
void R_ShadowVolumeLighting(qboolean visible)
{
int flag;
int lnum;
size_t lightindex;
dlight_t *light;
size_t range;
if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, 2048) ||
(r_shadow_shadowmode != 0) != (r_shadow_shadowmapping.integer != 0) ||
r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0) ||
r_shadow_shadowmaptexturetype != r_shadow_shadowmapping_texturetype.integer ||
r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer ||
r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
R_Shadow_FreeShadowMaps();
if (r_editlights.integer)
R_Shadow_DrawLightSprites();
R_Shadow_RenderMode_Begin();
flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
if (r_shadow_debuglight.integer >= 0)
{
lightindex = r_shadow_debuglight.integer;
light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
if (light && (light->flags & flag))
R_DrawRTLight(&light->rtlight, visible);
}
else
{
range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
for (lightindex = 0;lightindex < range;lightindex++)
{
light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
if (light && (light->flags & flag))
R_DrawRTLight(&light->rtlight, visible);
}
}
if (r_refdef.scene.rtdlight)
for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
R_DrawRTLight(r_refdef.scene.lights[lnum], visible);
R_Shadow_RenderMode_End();
}
extern const float r_screenvertex3f[12];
extern void R_SetupView(qboolean allowwaterclippingplane);
extern void R_ResetViewRendering3D(void);
extern void R_ResetViewRendering2D(void);
extern cvar_t r_shadows;
extern cvar_t r_shadows_darken;
extern cvar_t r_shadows_drawafterrtlighting;
extern cvar_t r_shadows_castfrombmodels;
extern cvar_t r_shadows_throwdistance;
extern cvar_t r_shadows_throwdirection;
void R_DrawModelShadows(void)
{
int i;
float relativethrowdistance;
entity_render_t *ent;
vec3_t relativelightorigin;
vec3_t relativelightdirection;
vec3_t relativeshadowmins, relativeshadowmaxs;
vec3_t tmp, shadowdir;
if (!r_drawentities.integer || !gl_stencil)
return;
CHECKGLERROR
R_ResetViewRendering3D();
//GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
//GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
R_Shadow_RenderMode_Begin();
R_Shadow_RenderMode_ActiveLight(NULL);
r_shadow_lightscissor[0] = r_refdef.view.x;
r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
r_shadow_lightscissor[2] = r_refdef.view.width;
r_shadow_lightscissor[3] = r_refdef.view.height;
R_Shadow_RenderMode_StencilShadowVolumes(false);
// get shadow dir
if (r_shadows.integer == 2)
{
Math_atov(r_shadows_throwdirection.string, shadowdir);
VectorNormalize(shadowdir);
}
R_Shadow_ClearStencil();
for (i = 0;i < r_refdef.scene.numentities;i++)
{
ent = r_refdef.scene.entities[i];
// cast shadows from anything of the map (submodels are optional)
if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
{
relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
else
{
if(ent->entitynumber != 0)
{
// networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
int entnum, entnum2, recursion;
entnum = entnum2 = ent->entitynumber;
for(recursion = 32; recursion > 0; --recursion)
{
entnum2 = cl.entities[entnum].state_current.tagentity;
if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
entnum = entnum2;
else
break;
}
if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
{
VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
// transform into modelspace of OUR entity
Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
}
else
VectorNegate(ent->modellight_lightdir, relativelightdirection);
}
else
VectorNegate(ent->modellight_lightdir, relativelightdirection);
}
VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
RSurf_ActiveModelEntity(ent, false, false);
ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
}
}
// not really the right mode, but this will disable any silly stencil features
R_Shadow_RenderMode_End();
// set up ortho view for rendering this pass
//GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
//GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
//GL_ScissorTest(true);
//R_Mesh_Matrix(&identitymatrix);
//R_Mesh_ResetTextureState();
R_ResetViewRendering2D();
R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
R_Mesh_ColorPointer(NULL, 0, 0);
R_SetupGenericShader(false);
// set up a darkening blend on shadowed areas
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//GL_DepthRange(0, 1);
//GL_DepthTest(false);
//GL_DepthMask(false);
//GL_PolygonOffset(0, 0);CHECKGLERROR
GL_Color(0, 0, 0, r_shadows_darken.value);
//GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
//qglDepthFunc(GL_ALWAYS);CHECKGLERROR
qglEnable(GL_STENCIL_TEST);CHECKGLERROR
qglStencilMask(~0);CHECKGLERROR
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
qglStencilFunc(GL_NOTEQUAL, 128, ~0);CHECKGLERROR
// apply the blend to the shadowed areas
R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
// restore the viewport
R_SetViewport(&r_refdef.view.viewport);
// restore other state to normal
//R_Shadow_RenderMode_End();
}
void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
{
float zdist;
vec3_t centerorigin;
// if it's too close, skip it
if (VectorLength(rtlight->color) < (1.0f / 256.0f))
return;
zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
if (zdist < 32)
return;
if (usequery && r_numqueries + 2 <= r_maxqueries)
{
rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
CHECKGLERROR
// NOTE: we can't disable depth testing using R_DrawSprite's depthdisable argument, which calls GL_DepthTest, as that's broken in the ATI drivers
qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
qglDepthFunc(GL_ALWAYS);
R_DrawSprite(GL_ONE, GL_ZERO, r_shadow_lightcorona, NULL, false, false, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale, 1, 1, 1, 1);
qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
qglDepthFunc(GL_LEQUAL);
qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
R_DrawSprite(GL_ONE, GL_ZERO, r_shadow_lightcorona, NULL, false, false, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale, 1, 1, 1, 1);
qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
CHECKGLERROR
}
rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
}
void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
{
vec3_t color;
GLint allpixels = 0, visiblepixels = 0;
// now we have to check the query result
if (rtlight->corona_queryindex_visiblepixels)
{
CHECKGLERROR
qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
CHECKGLERROR
//Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
if (visiblepixels < 1 || allpixels < 1)
return;
rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
cscale *= rtlight->corona_visibility;
}
else
{
// FIXME: these traces should scan all render entities instead of cl.world
if (CL_Move(r_refdef.view.origin, vec3_origin, vec3_origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1)
return;
}
VectorScale(rtlight->color, cscale, color);
if (VectorLength(color) > (1.0f / 256.0f))
R_DrawSprite(GL_ONE, GL_ONE, r_shadow_lightcorona, NULL, true, false, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale, color[0], color[1], color[2], 1);
}
void R_DrawCoronas(void)
{
int i, flag;
qboolean usequery;
size_t lightindex;
dlight_t *light;
rtlight_t *rtlight;
size_t range;
if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
return;
if (r_waterstate.renderingscene)
return;
flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
R_Mesh_Matrix(&identitymatrix);
range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
// check occlusion of coronas
// use GL_ARB_occlusion_query if available
// otherwise use raytraces
r_numqueries = 0;
usequery = gl_support_arb_occlusion_query && r_coronas_occlusionquery.integer;
if (usequery)
{
GL_ColorMask(0,0,0,0);
if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
if (r_maxqueries < R_MAX_OCCLUSION_QUERIES)
{
i = r_maxqueries;
r_maxqueries = (range + r_refdef.scene.numlights) * 4;
r_maxqueries = min(r_maxqueries, R_MAX_OCCLUSION_QUERIES);
CHECKGLERROR
qglGenQueriesARB(r_maxqueries - i, r_queries + i);
CHECKGLERROR
}
}
for (lightindex = 0;lightindex < range;lightindex++)
{
light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
if (!light)
continue;
rtlight = &light->rtlight;
rtlight->corona_visibility = 0;
rtlight->corona_queryindex_visiblepixels = 0;
rtlight->corona_queryindex_allpixels = 0;
if (!(rtlight->flags & flag))
continue;
if (rtlight->corona <= 0)
continue;
if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
continue;
R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
}
for (i = 0;i < r_refdef.scene.numlights;i++)
{
rtlight = r_refdef.scene.lights[i];
rtlight->corona_visibility = 0;
rtlight->corona_queryindex_visiblepixels = 0;
rtlight->corona_queryindex_allpixels = 0;
if (!(rtlight->flags & flag))
continue;
if (rtlight->corona <= 0)
continue;
R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
}
if (usequery)
GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
// now draw the coronas using the query data for intensity info
for (lightindex = 0;lightindex < range;lightindex++)
{
light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
if (!light)
continue;
rtlight = &light->rtlight;
if (rtlight->corona_visibility <= 0)
continue;
R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
}
for (i = 0;i < r_refdef.scene.numlights;i++)
{
rtlight = r_refdef.scene.lights[i];
if (rtlight->corona_visibility <= 0)
continue;
if (gl_flashblend.integer)
R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f);
else
R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
}
}
//static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
typedef struct suffixinfo_s
{
char *suffix;
qboolean flipx, flipy, flipdiagonal;
}
suffixinfo_t;
static suffixinfo_t suffix[3][6] =
{
{
{"px", false, false, false},
{"nx", false, false, false},
{"py", false, false, false},
{"ny", false, false, false},
{"pz", false, false, false},
{"nz", false, false, false}
},
{
{"posx", false, false, false},
{"negx", false, false, false},
{"posy", false, false, false},
{"negy", false, false, false},
{"posz", false, false, false},
{"negz", false, false, false}
},
{
{"rt", true, false, true},
{"lf", false, true, true},
{"ft", true, true, false},
{"bk", false, false, false},
{"up", true, false, true},
{"dn", true, false, true}
}
};
static int componentorder[4] = {0, 1, 2, 3};
rtexture_t *R_Shadow_LoadCubemap(const char *basename)
{
int i, j, cubemapsize;
unsigned char *cubemappixels, *image_buffer;
rtexture_t *cubemaptexture;
char name[256];
// must start 0 so the first loadimagepixels has no requested width/height
cubemapsize = 0;
cubemappixels = NULL;
cubemaptexture = NULL;
// keep trying different suffix groups (posx, px, rt) until one loads
for (j = 0;j < 3 && !cubemappixels;j++)
{
// load the 6 images in the suffix group
for (i = 0;i < 6;i++)
{
// generate an image name based on the base and and suffix
dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
// load it
if ((image_buffer = loadimagepixelsbgra(name, false, false)))
{
// an image loaded, make sure width and height are equal
if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
{
// if this is the first image to load successfully, allocate the cubemap memory
if (!cubemappixels && image_width >= 1)
{
cubemapsize = image_width;
// note this clears to black, so unavailable sides are black
cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
}
// copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
if (cubemappixels)
Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
}
else
Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
// free the image
Mem_Free(image_buffer);
}
}
}
// if a cubemap loaded, upload it
if (cubemappixels)
{
if (developer_loading.integer)
Con_Printf("loading cubemap \"%s\"\n", basename);
if (!r_shadow_filters_texturepool)
r_shadow_filters_texturepool = R_AllocTexturePool();
cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, TEXF_PRECACHE | (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
Mem_Free(cubemappixels);
}
else
{
Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
if (developer_loading.integer)
{
Con_Printf("(tried tried images ");
for (j = 0;j < 3;j++)
for (i = 0;i < 6;i++)
Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
Con_Print(" and was unable to find any of them).\n");
}
}
return cubemaptexture;
}
rtexture_t *R_Shadow_Cubemap(const char *basename)
{
int i;
for (i = 0;i < numcubemaps;i++)
if (!strcasecmp(cubemaps[i].basename, basename))
return cubemaps[i].texture ? cubemaps[i].texture : r_texture_whitecube;
if (i >= MAX_CUBEMAPS)
return r_texture_whitecube;
numcubemaps++;
strlcpy(cubemaps[i].basename, basename, sizeof(cubemaps[i].basename));
cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
return cubemaps[i].texture;
}
void R_Shadow_FreeCubemaps(void)
{
int i;
for (i = 0;i < numcubemaps;i++)
{
if (developer_loading.integer)
Con_Printf("unloading cubemap \"%s\"\n", cubemaps[i].basename);
if (cubemaps[i].texture)
R_FreeTexture(cubemaps[i].texture);
}
numcubemaps = 0;
R_FreeTexturePool(&r_shadow_filters_texturepool);
}
dlight_t *R_Shadow_NewWorldLight(void)
{
return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
}
void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, vec3_t color, vec_t radius, vec_t corona, int style, int shadowenable, const char *cubemapname, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
{
matrix4x4_t matrix;
// validate parameters
if (style < 0 || style >= MAX_LIGHTSTYLES)
{
Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
style = 0;
}
if (!cubemapname)
cubemapname = "";
// copy to light properties
VectorCopy(origin, light->origin);
light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
light->color[0] = max(color[0], 0);
light->color[1] = max(color[1], 0);
light->color[2] = max(color[2], 0);
light->radius = max(radius, 0);
light->style = style;
light->shadow = shadowenable;
light->corona = corona;
strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
light->coronasizescale = coronasizescale;
light->ambientscale = ambientscale;
light->diffusescale = diffusescale;
light->specularscale = specularscale;
light->flags = flags;
// update renderable light data
Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
R_RTLight_Update(&light->rtlight, true, &matrix, light->color, light->style, light->cubemapname[0] ? light->cubemapname : NULL, light->shadow, light->corona, light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
}
void R_Shadow_FreeWorldLight(dlight_t *light)
{
if (r_shadow_selectedlight == light)
r_shadow_selectedlight = NULL;
R_RTLight_Uncompile(&light->rtlight);
Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
}
void R_Shadow_ClearWorldLights(void)
{
size_t lightindex;
dlight_t *light;
size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
for (lightindex = 0;lightindex < range;lightindex++)
{
light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
if (light)
R_Shadow_FreeWorldLight(light);
}
r_shadow_selectedlight = NULL;
R_Shadow_FreeCubemaps();
}
void R_Shadow_SelectLight(dlight_t *light)
{
if (r_shadow_selectedlight)
r_shadow_selectedlight->selected = false;
r_shadow_selectedlight = light;
if (r_shadow_selectedlight)
r_shadow_selectedlight->selected = true;
}
void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
{
// this is never batched (there can be only one)
R_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, r_editlights_sprcursor->tex, r_editlights_sprcursor->tex, false, false, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE, 1, 1, 1, 1);
}
void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
{
float intensity;
float s;
vec3_t spritecolor;
cachepic_t *pic;
// this is never batched (due to the ent parameter changing every time)
// so numsurfaces == 1 and surfacelist[0] == lightnumber
const dlight_t *light = (dlight_t *)ent;
s = EDLIGHTSPRSIZE;
intensity = 0.5f;
VectorScale(light->color, intensity, spritecolor);
if (VectorLength(spritecolor) < 0.1732f)
VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
if (VectorLength(spritecolor) > 1.0f)
VectorNormalize(spritecolor);
// draw light sprite
if (light->cubemapname[0] && !light->shadow)
pic = r_editlights_sprcubemapnoshadowlight;
else if (light->cubemapname[0])
pic = r_editlights_sprcubemaplight;
else if (!light->shadow)
pic = r_editlights_sprnoshadowlight;
else
pic = r_editlights_sprlight;
R_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, pic->tex, pic->tex, false, false, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s, spritecolor[0], spritecolor[1], spritecolor[2], 1);
// draw selection sprite if light is selected
if (light->selected)
R_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, r_editlights_sprselection->tex, r_editlights_sprselection->tex, false, false, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s, 1, 1, 1, 1);
// VorteX todo: add normalmode/realtime mode light overlay sprites?
}
void R_Shadow_DrawLightSprites(void)
{
size_t lightindex;
dlight_t *light;
size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
for (lightindex = 0;lightindex < range;lightindex++)
{
light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
if (light)
R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
}
R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
}
void R_Shadow_SelectLightInView(void)
{
float bestrating, rating, temp[3];
dlight_t *best;
size_t lightindex;
dlight_t *light;
size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
best = NULL;
bestrating = 0;
for (lightindex = 0;lightindex < range;lightindex++)
{
light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
if (!light)
continue;
VectorSubtract(light->origin, r_refdef.view.origin, temp);
rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
if (rating >= 0.95)
{
rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
if (bestrating < rating && CL_Move(light->origin, vec3_origin, vec3_origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1.0f)
{
bestrating = rating;
best = light;
}
}
}
R_Shadow_SelectLight(best);
}
void R_Shadow_LoadWorldLights(void)
{
int n, a, style, shadow, flags;
char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
if (cl.worldmodel == NULL)
{
Con_Print("No map loaded.\n");
return;
}
FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
strlcat (name, ".rtlights", sizeof (name));
lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
if (lightsstring)
{
s = lightsstring;
n = 0;
while (*s)
{
t = s;
/*
shadow = true;
for (;COM_Parse(t, true) && strcmp(
if (COM_Parse(t, true))
{
if (com_token[0] == '!')
{
shadow = false;
origin[0] = atof(com_token+1);
}
else
origin[0] = atof(com_token);
if (Com_Parse(t
}
*/
t = s;
while (*s && *s != '\n' && *s != '\r')
s++;
if (!*s)
break;
tempchar = *s;
shadow = true;
// check for modifier flags
if (*t == '!')
{
shadow = false;
t++;
}
*s = 0;
#if _MSC_VER >= 1400
#define sscanf sscanf_s
#endif
cubemapname[sizeof(cubemapname)-1] = 0;
#if MAX_QPATH != 128
#error update this code if MAX_QPATH changes
#endif
a = sscanf(t, "%f %f %f %f %f %f %f %d %127s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname
#if _MSC_VER >= 1400
, sizeof(cubemapname)
#endif
, &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
*s = tempchar;
if (a < 18)
flags = LIGHTFLAG_REALTIMEMODE;
if (a < 17)
specularscale = 1;
if (a < 16)
diffusescale = 1;
if (a < 15)
ambientscale = 0;
if (a < 14)
coronasizescale = 0.25f;
if (a < 13)
VectorClear(angles);
if (a < 10)
corona = 0;
if (a < 9 || !strcmp(cubemapname, "\"\""))
cubemapname[0] = 0;
// remove quotes on cubemapname
if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
{
size_t namelen;
namelen = strlen(cubemapname) - 2;
memmove(cubemapname, cubemapname + 1, namelen);
cubemapname[namelen] = '\0';
}
if (a < 8)
{
Con_Printf("found %d parameters on line %i, should be 8 or more parameters (origin[0] origin[1] origin[2] radius color[0] color[1] color[2] style \"cubemapname\" corona angles[0] angles[1] angles[2] coronasizescale ambientscale diffusescale specularscale flags)\n", a, n + 1);
break;
}
R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
if (*s == '\r')
s++;
if (*s == '\n')
s++;
n++;
}
if (*s)
Con_Printf("invalid rtlights file \"%s\"\n", name);
Mem_Free(lightsstring);
}
}
void R_Shadow_SaveWorldLights(void)
{
size_t lightindex;
dlight_t *light;
size_t bufchars, bufmaxchars;
char *buf, *oldbuf;
char name[MAX_QPATH];
char line[MAX_INPUTLINE];
size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up...
// I hate lines which are 3 times my screen size :( --blub
if (!range)
return;
if (cl.worldmodel == NULL)
{
Con_Print("No map loaded.\n");
return;
}
FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
strlcat (name, ".rtlights", sizeof (name));
bufchars = bufmaxchars = 0;
buf = NULL;
for (lightindex = 0;lightindex < range;lightindex++)
{
light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
if (!light)
continue;
if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
else
dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style);
if (bufchars + strlen(line) > bufmaxchars)
{
bufmaxchars = bufchars + strlen(line) + 2048;
oldbuf = buf;
buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
if (oldbuf)
{
if (bufchars)
memcpy(buf, oldbuf, bufchars);
Mem_Free(oldbuf);
}
}
if (strlen(line))
{
memcpy(buf + bufchars, line, strlen(line));
bufchars += strlen(line);
}
}
if (bufchars)
FS_WriteFile(name, buf, (fs_offset_t)bufchars);
if (buf)
Mem_Free(buf);
}
void R_Shadow_LoadLightsFile(void)
{
int n, a, style;
char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
if (cl.worldmodel == NULL)
{
Con_Print("No map loaded.\n");
return;
}
FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
strlcat (name, ".lights", sizeof (name));
lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
if (lightsstring)
{
s = lightsstring;
n = 0;
while (*s)
{
t = s;
while (*s && *s != '\n' && *s != '\r')
s++;
if (!*s)
break;
tempchar = *s;
*s = 0;
a = sscanf(t, "%f %f %f %f %f %f %f %f %f %f %f %f %f %d", &origin[0], &origin[1], &origin[2], &falloff, &color[0], &color[1], &color[2], &subtract, &spotdir[0], &spotdir[1], &spotdir[2], &spotcone, &distbias, &style);
*s = tempchar;
if (a < 14)
{
Con_Printf("invalid lights file, found %d parameters on line %i, should be 14 parameters (origin[0] origin[1] origin[2] falloff light[0] light[1] light[2] subtract spotdir[0] spotdir[1] spotdir[2] spotcone distancebias style)\n", a, n + 1);
break;
}
radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
radius = bound(15, radius, 4096);
VectorScale(color, (2.0f / (8388608.0f)), color);
R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
if (*s == '\r')
s++;
if (*s == '\n')
s++;
n++;
}
if (*s)
Con_Printf("invalid lights file \"%s\"\n", name);
Mem_Free(lightsstring);
}
}
// tyrlite/hmap2 light types in the delay field
typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
{
int entnum, style, islight, skin, pflags, effects, type, n;
char *entfiledata;
const char *data;
float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
char key[256], value[MAX_INPUTLINE];
if (cl.worldmodel == NULL)
{
Con_Print("No map loaded.\n");
return;
}
// try to load a .ent file first
FS_StripExtension (cl.worldmodel->name, key, sizeof (key));
strlcat (key, ".ent", sizeof (key));
data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
// and if that is not found, fall back to the bsp file entity string
if (!data)
data = cl.worldmodel->brush.entities;
if (!data)
return;
for (entnum = 0;COM_ParseToken_Simple(&data, false, false) && com_token[0] == '{';entnum++)
{
type = LIGHTTYPE_MINUSX;
origin[0] = origin[1] = origin[2] = 0;
originhack[0] = originhack[1] = originhack[2] = 0;
angles[0] = angles[1] = angles[2] = 0;
color[0] = color[1] = color[2] = 1;
light[0] = light[1] = light[2] = 1;light[3] = 300;
overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
fadescale = 1;
lightscale = 1;
style = 0;
skin = 0;
pflags = 0;
effects = 0;
islight = false;
while (1)
{
if (!COM_ParseToken_Simple(&data, false, false))
break; // error
if (com_token[0] == '}')
break; // end of entity
if (com_token[0] == '_')
strlcpy(key, com_token + 1, sizeof(key));
else
strlcpy(key, com_token, sizeof(key));
while (key[strlen(key)-1] == ' ') // remove trailing spaces
key[strlen(key)-1] = 0;
if (!COM_ParseToken_Simple(&data, false, false))
break; // error
strlcpy(value, com_token, sizeof(value));
// now that we have the key pair worked out...
if (!strcmp("light", key))
{
n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
if (n == 1)
{
// quake
light[0] = vec[0] * (1.0f / 256.0f);
light[1] = vec[0] * (1.0f / 256.0f);
light[2] = vec[0] * (1.0f / 256.0f);
light[3] = vec[0];
}
else if (n == 4)
{
// halflife
light[0] = vec[0] * (1.0f / 255.0f);
light[1] = vec[1] * (1.0f / 255.0f);
light[2] = vec[2] * (1.0f / 255.0f);
light[3] = vec[3];
}
}
else if (!strcmp("delay", key))
type = atoi(value);
else if (!strcmp("origin", key))
sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
else if (!strcmp("angle", key))
angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
else if (!strcmp("angles", key))
sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
else if (!strcmp("color", key))
sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
else if (!strcmp("wait", key))
fadescale = atof(value);
else if (!strcmp("classname", key))
{
if (!strncmp(value, "light", 5))
{
islight = true;
if (!strcmp(value, "light_fluoro"))
{
originhack[0] = 0;
originhack[1] = 0;
originhack[2] = 0;
overridecolor[0] = 1;
overridecolor[1] = 1;
overridecolor[2] = 1;
}
if (!strcmp(value, "light_fluorospark"))
{
originhack[0] = 0;
originhack[1] = 0;
originhack[2] = 0;
overridecolor[0] = 1;
overridecolor[1] = 1;
overridecolor[2] = 1;
}
if (!strcmp(value, "light_globe"))
{
originhack[0] = 0;
originhack[1] = 0;
originhack[2] = 0;
overridecolor[0] = 1;
overridecolor[1] = 0.8;
overridecolor[2] = 0.4;
}
if (!strcmp(value, "light_flame_large_yellow"))
{
originhack[0] = 0;
originhack[1] = 0;
originhack[2] = 0;
overridecolor[0] = 1;
overridecolor[1] = 0.5;
overridecolor[2] = 0.1;
}
if (!strcmp(value, "light_flame_small_yellow"))
{
originhack[0] = 0;
originhack[1] = 0;
originhack[2] = 0;
overridecolor[0] = 1;
overridecolor[1] = 0.5;
overridecolor[2] = 0.1;
}
if (!strcmp(value, "light_torch_small_white"))
{
originhack[0] = 0;
originhack[1] = 0;
originhack[2] = 0;
overridecolor[0] = 1;
overridecolor[1] = 0.5;
overridecolor[2] = 0.1;
}
if (!strcmp(value, "light_torch_small_walltorch"))
{
originhack[0] = 0;
originhack[1] = 0;
originhack[2] = 0;
overridecolor[0] = 1;
overridecolor[1] = 0.5;
overridecolor[2] = 0.1;
}
}
}
else if (!strcmp("style", key))
style = atoi(value);
else if (!strcmp("skin", key))
skin = (int)atof(value);
else if (!strcmp("pflags", key))
pflags = (int)atof(value);
else if (!strcmp("effects", key))
effects = (int)atof(value);
else if (cl.worldmodel->type == mod_brushq3)
{
if (!strcmp("scale", key))
lightscale = atof(value);
if (!strcmp("fade", key))
fadescale = atof(value);
}
}
if (!islight)
continue;
if (lightscale <= 0)
lightscale = 1;
if (fadescale <= 0)
fadescale = 1;
if (color[0] == color[1] && color[0] == color[2])
{
color[0] *= overridecolor[0];
color[1] *= overridecolor[1];
color[2] *= overridecolor[2];
}
radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
color[0] = color[0] * light[0];
color[1] = color[1] * light[1];
color[2] = color[2] * light[2];
switch (type)
{
case LIGHTTYPE_MINUSX:
break;
case LIGHTTYPE_RECIPX:
radius *= 2;
VectorScale(color, (1.0f / 16.0f), color);
break;
case LIGHTTYPE_RECIPXX:
radius *= 2;
VectorScale(color, (1.0f / 16.0f), color);
break;
default:
case LIGHTTYPE_NONE:
break;
case LIGHTTYPE_SUN:
break;
case LIGHTTYPE_MINUSXX:
break;
}
VectorAdd(origin, originhack, origin);
if (radius >= 1)
R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va("cubemaps/%i", skin) : NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
}
if (entfiledata)
Mem_Free(entfiledata);
}
void R_Shadow_SetCursorLocationForView(void)
{
vec_t dist, push;
vec3_t dest, endpos;
trace_t trace;
VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
trace = CL_Move(r_refdef.view.origin, vec3_origin, vec3_origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
if (trace.fraction < 1)
{
dist = trace.fraction * r_editlights_cursordistance.value;
push = r_editlights_cursorpushback.value;
if (push > dist)
push = dist;
push = -push;
VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
}
else
{
VectorClear( endpos );
}
r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
}
void R_Shadow_UpdateWorldLightSelection(void)
{
if (r_editlights.integer)
{
R_Shadow_SetCursorLocationForView();
R_Shadow_SelectLightInView();
}
else
R_Shadow_SelectLight(NULL);
}
void R_Shadow_EditLights_Clear_f(void)
{
R_Shadow_ClearWorldLights();
}
void R_Shadow_EditLights_Reload_f(void)
{
if (!cl.worldmodel)
return;
strlcpy(r_shadow_mapname, cl.worldmodel->name, sizeof(r_shadow_mapname));
R_Shadow_ClearWorldLights();
R_Shadow_LoadWorldLights();
if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
{
R_Shadow_LoadLightsFile();
if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
}
}
void R_Shadow_EditLights_Save_f(void)
{
if (!cl.worldmodel)
return;
R_Shadow_SaveWorldLights();
}
void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
{
R_Shadow_ClearWorldLights();
R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
}
void R_Shadow_EditLights_ImportLightsFile_f(void)
{
R_Shadow_ClearWorldLights();
R_Shadow_LoadLightsFile();
}
void R_Shadow_EditLights_Spawn_f(void)
{
vec3_t color;
if (!r_editlights.integer)
{
Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
return;
}
if (Cmd_Argc() != 1)
{
Con_Print("r_editlights_spawn does not take parameters\n");
return;
}
color[0] = color[1] = color[2] = 1;
R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
}
void R_Shadow_EditLights_Edit_f(void)
{
vec3_t origin, angles, color;
vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
int style, shadows, flags, normalmode, realtimemode;
char cubemapname[MAX_INPUTLINE];
if (!r_editlights.integer)
{
Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
return;
}
if (!r_shadow_selectedlight)
{
Con_Print("No selected light.\n");
return;
}
VectorCopy(r_shadow_selectedlight->origin, origin);
VectorCopy(r_shadow_selectedlight->angles, angles);
VectorCopy(r_shadow_selectedlight->color, color);
radius = r_shadow_selectedlight->radius;
style = r_shadow_selectedlight->style;
if (r_shadow_selectedlight->cubemapname)
strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
else
cubemapname[0] = 0;
shadows = r_shadow_selectedlight->shadow;
corona = r_shadow_selectedlight->corona;
coronasizescale = r_shadow_selectedlight->coronasizescale;
ambientscale = r_shadow_selectedlight->ambientscale;
diffusescale = r_shadow_selectedlight->diffusescale;
specularscale = r_shadow_selectedlight->specularscale;
flags = r_shadow_selectedlight->flags;
normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
if (!strcmp(Cmd_Argv(1), "origin"))
{
if (Cmd_Argc() != 5)
{
Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
return;
}
origin[0] = atof(Cmd_Argv(2));
origin[1] = atof(Cmd_Argv(3));
origin[2] = atof(Cmd_Argv(4));
}
else if (!strcmp(Cmd_Argv(1), "originx"))
{
if (Cmd_Argc() != 3)
{
Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
return;
}
origin[0] = atof(Cmd_Argv(2));
}
else if (!strcmp(Cmd_Argv(1), "originy"))
{
if (Cmd_Argc() != 3)
{
Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
return;
}
origin[1] = atof(Cmd_Argv(2));
}
else if (!strcmp(Cmd_Argv(1), "originz"))
{
if (Cmd_Argc() != 3)
{
Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
return;
}
origin[2] = atof(Cmd_Argv(2));
}
else if (!strcmp(Cmd_Argv(1), "move"))
{
if (Cmd_Argc() != 5)
{
Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
return;
}
origin[0] += atof(Cmd_Argv(2));
origin[1] += atof(Cmd_Argv(3));
origin[2] += atof(Cmd_Argv(4));
}
else if (!strcmp(Cmd_Argv(1), "movex"))
{
if (Cmd_Argc() != 3)
{
Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
return;
}
origin[0] += atof(Cmd_Argv(2));
}
else if (!strcmp(Cmd_Argv(1), "movey"))
{
if (Cmd_Argc() != 3)
{
Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
return;
}
origin[1] += atof(Cmd_Argv(2));
}
else if (!strcmp(Cmd_Argv(1), "movez"))
{
if (Cmd_Argc() != 3)
{
Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
return;
}
origin[2] += atof(Cmd_Argv(2));
}
else if (!strcmp(Cmd_Argv(1), "angles"))
{
if (Cmd_Argc() != 5)
{
Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
return;
}
angles[0] = atof(Cmd_Argv(2));
angles[1] = atof(Cmd_Argv(3));
angles[2] = atof(Cmd_Argv(4));
}
else if (!strcmp(Cmd_Argv(1), "anglesx"))
{
if (Cmd_Argc() != 3)
{
Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
return;
}
angles[0] = atof(Cmd_Argv(2));
}
else if (!strcmp(Cmd_Argv(1), "anglesy"))
{
if (Cmd_Argc() != 3)
{
Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
return;
}
angles[1] = atof(Cmd_Argv(2));
}
else if (!strcmp(Cmd_Argv(1), "anglesz"))
{
if (Cmd_Argc() != 3)
{
Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
return;
}
angles[2] = atof(Cmd_Argv(2));
}
else if (!strcmp(Cmd_Argv(1), "color"))
{
if (Cmd_Argc() != 5)
{
Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
return;
}
color[0] = atof(Cmd_Argv(2));
color[1] = atof(Cmd_Argv(3));
color[2] = atof(Cmd_Argv(4));
}
else if (!strcmp(Cmd_Argv(1), "radius"))
{
if (Cmd_Argc() != 3)
{
Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
return;
}
radius = atof(Cmd_Argv(2));
}
else if (!strcmp(Cmd_Argv(1), "colorscale"))
{
if (Cmd_Argc() == 3)
{
double scale = atof(Cmd_Argv(2));
color[0] *= scale;
color[1] *= scale;
color[2] *= scale;
}
else
{
if (Cmd_Argc() != 5)
{
Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
return;
}
color[0] *= atof(Cmd_Argv(2));
color[1] *= atof(Cmd_Argv(3));
color[2] *= atof(Cmd_Argv(4));
}
}
else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
{
if (Cmd_Argc() != 3)
{
Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
return;
}
radius *= atof(Cmd_Argv(2));
}
else if (!strcmp(Cmd_Argv(1), "style"))
{
if (Cmd_Argc() != 3)
{
Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
return;
}
style = atoi(Cmd_Argv(2));
}
else if (!strcmp(Cmd_Argv(1), "cubemap"))
{
if (Cmd_Argc() > 3)
{
Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
return;
}
if (Cmd_Argc() == 3)
strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
else
cubemapname[0] = 0;
}
else if (!strcmp(Cmd_Argv(1), "shadows"))
{
if (Cmd_Argc() != 3)
{
Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
return;
}
shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
}
else if (!strcmp(Cmd_Argv(1), "corona"))
{
if (Cmd_Argc() != 3)
{
Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
return;
}
corona = atof(Cmd_Argv(2));
}
else if (!strcmp(Cmd_Argv(1), "coronasize"))
{
if (Cmd_Argc() != 3)
{
Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
return;
}
coronasizescale = atof(Cmd_Argv(2));
}
else if (!strcmp(Cmd_Argv(1), "ambient"))
{
if (Cmd_Argc() != 3)
{
Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
return;
}
ambientscale = atof(Cmd_Argv(2));
}
else if (!strcmp(Cmd_Argv(1), "diffuse"))
{
if (Cmd_Argc() != 3)
{
Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
return;
}
diffusescale = atof(Cmd_Argv(2));
}
else if (!strcmp(Cmd_Argv(1), "specular"))
{
if (Cmd_Argc() != 3)
{
Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
return;
}
specularscale = atof(Cmd_Argv(2));
}
else if (!strcmp(Cmd_Argv(1), "normalmode"))
{
if (Cmd_Argc() != 3)
{
Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
return;
}
normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
}
else if (!strcmp(Cmd_Argv(1), "realtimemode"))
{
if (Cmd_Argc() != 3)
{
Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
return;
}
realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
}
else
{
Con_Print("usage: r_editlights_edit [property] [value]\n");
Con_Print("Selected light's properties:\n");
Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
return;
}
flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
}
void R_Shadow_EditLights_EditAll_f(void)
{
size_t lightindex;
dlight_t *light;
size_t range;
if (!r_editlights.integer)
{
Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
return;
}
// EditLights doesn't seem to have a "remove" command or something so:
range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
for (lightindex = 0;lightindex < range;lightindex++)
{
light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
if (!light)
continue;
R_Shadow_SelectLight(light);
R_Shadow_EditLights_Edit_f();
}
}
void R_Shadow_EditLights_DrawSelectedLightProperties(void)
{
int lightnumber, lightcount;
size_t lightindex, range;
dlight_t *light;
float x, y;
char temp[256];
if (!r_editlights.integer)
return;
x = vid_conwidth.value - 240;
y = 5;
DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
lightnumber = -1;
lightcount = 0;
range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
for (lightindex = 0;lightindex < range;lightindex++)
{
light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
if (!light)
continue;
if (light == r_shadow_selectedlight)
lightnumber = lightindex;
lightcount++;
}
dpsnprintf(temp, sizeof(temp), "Cursor origin: %.0f %.0f %.0f", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2]); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false);y += 8;
dpsnprintf(temp, sizeof(temp), "Total lights : %i active (%i total)", lightcount, (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false);y += 8;
y += 8;
if (r_shadow_selectedlight == NULL)
return;
dpsnprintf(temp, sizeof(temp), "Light #%i properties:", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
dpsnprintf(temp, sizeof(temp), "Origin : %.0f %.0f %.0f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
dpsnprintf(temp, sizeof(temp), "Angles : %.0f %.0f %.0f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
dpsnprintf(temp, sizeof(temp), "Color : %.2f %.2f %.2f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
dpsnprintf(temp, sizeof(temp), "Radius : %.0f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
dpsnprintf(temp, sizeof(temp), "Corona : %.0f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
dpsnprintf(temp, sizeof(temp), "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
dpsnprintf(temp, sizeof(temp), "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
dpsnprintf(temp, sizeof(temp), "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
dpsnprintf(temp, sizeof(temp), "CoronaSize : %.2f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
dpsnprintf(temp, sizeof(temp), "Ambient : %.2f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
dpsnprintf(temp, sizeof(temp), "Diffuse : %.2f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
dpsnprintf(temp, sizeof(temp), "Specular : %.2f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
dpsnprintf(temp, sizeof(temp), "NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
dpsnprintf(temp, sizeof(temp), "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
}
void R_Shadow_EditLights_ToggleShadow_f(void)
{
if (!r_editlights.integer)
{
Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
return;
}
if (!r_shadow_selectedlight)
{
Con_Print("No selected light.\n");
return;
}
R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, r_shadow_selectedlight->corona, r_shadow_selectedlight->style, !r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags);
}
void R_Shadow_EditLights_ToggleCorona_f(void)
{
if (!r_editlights.integer)
{
Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
return;
}
if (!r_shadow_selectedlight)
{
Con_Print("No selected light.\n");
return;
}
R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, !r_shadow_selectedlight->corona, r_shadow_selectedlight->style, r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags);
}
void R_Shadow_EditLights_Remove_f(void)
{
if (!r_editlights.integer)
{
Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
return;
}
if (!r_shadow_selectedlight)
{
Con_Print("No selected light.\n");
return;
}
R_Shadow_FreeWorldLight(r_shadow_selectedlight);
r_shadow_selectedlight = NULL;
}
void R_Shadow_EditLights_Help_f(void)
{
Con_Print(
"Documentation on r_editlights system:\n"
"Settings:\n"
"r_editlights : enable/disable editing mode\n"
"r_editlights_cursordistance : maximum distance of cursor from eye\n"
"r_editlights_cursorpushback : push back cursor this far from surface\n"
"r_editlights_cursorpushoff : push cursor off surface this far\n"
"r_editlights_cursorgrid : snap cursor to grid of this size\n"
"r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
"Commands:\n"
"r_editlights_help : this help\n"
"r_editlights_clear : remove all lights\n"
"r_editlights_reload : reload .rtlights, .lights file, or entities\n"
"r_editlights_save : save to .rtlights file\n"
"r_editlights_spawn : create a light with default settings\n"
"r_editlights_edit command : edit selected light - more documentation below\n"
"r_editlights_remove : remove selected light\n"
"r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
"r_editlights_importlightentitiesfrommap : reload light entities\n"
"r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
"Edit commands:\n"
"origin x y z : set light location\n"
"originx x: set x component of light location\n"
"originy y: set y component of light location\n"
"originz z: set z component of light location\n"
"move x y z : adjust light location\n"
"movex x: adjust x component of light location\n"
"movey y: adjust y component of light location\n"
"movez z: adjust z component of light location\n"
"angles x y z : set light angles\n"
"anglesx x: set x component of light angles\n"
"anglesy y: set y component of light angles\n"
"anglesz z: set z component of light angles\n"
"color r g b : set color of light (can be brighter than 1 1 1)\n"
"radius radius : set radius (size) of light\n"
"colorscale grey : multiply color of light (1 does nothing)\n"
"colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
"radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
"sizescale scale : multiply radius (size) of light (1 does nothing)\n"
"style style : set lightstyle of light (flickering patterns, switches, etc)\n"
"cubemap basename : set filter cubemap of light (not yet supported)\n"
"shadows 1/0 : turn on/off shadows\n"
"corona n : set corona intensity\n"
"coronasize n : set corona size (0-1)\n"
"ambient n : set ambient intensity (0-1)\n"
"diffuse n : set diffuse intensity (0-1)\n"
"specular n : set specular intensity (0-1)\n"
"normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
"realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
"<nothing> : print light properties to console\n"
);
}
void R_Shadow_EditLights_CopyInfo_f(void)
{
if (!r_editlights.integer)
{
Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
return;
}
if (!r_shadow_selectedlight)
{
Con_Print("No selected light.\n");
return;
}
VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
r_shadow_bufferlight.style = r_shadow_selectedlight->style;
if (r_shadow_selectedlight->cubemapname)
strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
else
r_shadow_bufferlight.cubemapname[0] = 0;
r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
}
void R_Shadow_EditLights_PasteInfo_f(void)
{
if (!r_editlights.integer)
{
Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
return;
}
if (!r_shadow_selectedlight)
{
Con_Print("No selected light.\n");
return;
}
R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_bufferlight.angles, r_shadow_bufferlight.color, r_shadow_bufferlight.radius, r_shadow_bufferlight.corona, r_shadow_bufferlight.style, r_shadow_bufferlight.shadow, r_shadow_bufferlight.cubemapname, r_shadow_bufferlight.coronasizescale, r_shadow_bufferlight.ambientscale, r_shadow_bufferlight.diffusescale, r_shadow_bufferlight.specularscale, r_shadow_bufferlight.flags);
}
void R_Shadow_EditLights_Init(void)
{
Cvar_RegisterVariable(&r_editlights);
Cvar_RegisterVariable(&r_editlights_cursordistance);
Cvar_RegisterVariable(&r_editlights_cursorpushback);
Cvar_RegisterVariable(&r_editlights_cursorpushoff);
Cvar_RegisterVariable(&r_editlights_cursorgrid);
Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f, "reloads rtlights file (or imports from .lights file or .ent file or the map itself)");
Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
Cmd_AddCommand("r_editlights_editall", R_Shadow_EditLights_EditAll_f, "changes a property on ALL lights at once (tip: use radiusscale and colorscale to alter these properties)");
Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
Cmd_AddCommand("r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f, "apply the stored properties onto the selected light (making it exactly identical except for origin)");
}
/*
=============================================================================
LIGHT SAMPLING
=============================================================================
*/
void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic)
{
VectorClear(diffusecolor);
VectorClear(diffusenormal);
if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
{
ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_refdef.scene.ambient * (2.0f / 128.0f);
r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambientcolor, diffusecolor, diffusenormal);
}
else
VectorSet(ambientcolor, 1, 1, 1);
if (dynamic)
{
int i;
float f, v[3];
rtlight_t *light;
for (i = 0;i < r_refdef.scene.numlights;i++)
{
light = r_refdef.scene.lights[i];
Matrix4x4_Transform(&light->matrix_worldtolight, p, v);
f = 1 - VectorLength2(v);
if (f > 0 && CL_Move(p, vec3_origin, vec3_origin, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1)
VectorMA(ambientcolor, f, light->currentcolor, ambientcolor);
}
}
}
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